I want to read all the pixel of my offscreen render, but when I call the glreadpixels, it returns to me only the window pixel value, and not the offscreen pixel’s value.
First I think that it can be for an incorrect FBO setup, but I had not found any error.
So I want to know if glreadpixel read all the buffer or not…
Also, when you Bind a texture make sure which texture unit is active or just say glActiveTexture(GL_TEXTURE0) or some other texture unit. These are common mistake easily overlooked.
You dont’ seem to initialize the contents of the texture.
but that pixel are incomplete, in fact in the offscreen rectangle there’s only the window clear color without the 3D image. So when I call gldrawelements with previosly the glbindframebufferEXT, the 3D object seems to disappear…while if I use only the gldrawelements without the glbindframebufferEXT the 3D object is rendered on the window(but maybe not in the offscreen buffer).