Has anybody got multiple framebuffers working in FBO, i got multiple textures to work fine, and multiple FB’s compiles and runs but when i display them it only displays the last rendered FB
not sure what i’m doing wrong here is my multiple FB setup
glGenFramebuffersEXT(numBuffers, fb);
//initialize frame buffers
for(int i=0;i<numBuffers;i++)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb[i]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D,color_tex[i], 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);
CHECK_FRAMEBUFFER_STATUS();
}
void RenderTarget::BindAsRenderTarget(int i)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb[i]);
}
And using it
for(int i=0; i<4; i++)
{
//Bind rendertarget for rendering
rt->BindAsRenderTarget(i);
//Clear rendertarget buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//render
switch(i)
{
case 0:
glColor3f(1.0f,1.0f,0.0f);
break;
case 1:
glColor3f(1.0f,0.0f,0.0f);
break;
case 2:
glColor3f(0.0f,1.0f,0.0f);
break;
case 3:
glColor3f(1.0f,0.5f,0.5f);
break;
}
glRotatef(a,0,1,0);
glutSolidTeapot(1);
a += 1.0;
//disableShaders();
}
//glColor3f(1.0f,0.5f,1.0f);
//Get our normal framebuffer back for rendering
rt->UnBindAsRenderTarget();
What am I doing wrong?