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flamz
04-26-2006, 09:36 AM
Does anyone know why I am getting the following behavior when I am creating a FBO with 1 color attachement?

glGenFramebuffersEXT(1, &id);
glBindFramebufferEXT(id);
// CHECKFBOSTATUS = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT

glFramebufferTexture2DEXT (...)
// CHECKFBOSTATUS = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

How can the FBO be incomplete if I just attached a color attachement to it?
How does it tell that my FBO is incomplete if I just created it?

Zengar
04-26-2006, 09:48 AM
Maybe you need a depth attachment too... Or try disabling the depth-test

Andrew Adinetz
04-26-2006, 12:52 PM
Have your texture already got an image with it (i.e., have the glTexImage2D() command been performed on that texture?)? If not, then the framebuffer is likely to be incomplete as a texture with zero-sized image is attached to an attachment point.

Another possible reason for the error (though much less likely) is attaching depth texture to a color attachment point.

By the way, this incompleteness has nothing to do with depth - or it would have been INCOMPLETE_MISSING_ATTACHMENT.

flamz
04-27-2006, 08:19 AM
Thanks.
I found the problem. GL_TEXTURE_2D was enabled for all texture units up to 8... it was then expecting to have 8 color attachments ... I guess.

thanks for the help.

zed
04-27-2006, 06:33 PM
that doesnt seem like that should cause a problem, im thinking its something esle