Hi,
I’ve tried to find how to solve this, but I’ve found nothing that helped me.
I try to make FBO with float texture on GeForce 6.
It results with GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT.
Here is the code:
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glGenTextures(1, &color_attachment);
glBindTexture(target, color_attachment);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT16_ATI, width, height, 0, GL_RGBA_FLOAT16_ATI, GL_FLOAT, NULL);
glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color_attachment, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
What can I do to solve this?
I’ve tried changing MIN and MAG filters to GL_NEAREST, disabling depth buffers and some other things and nothing.
It works great with GL_RGBA.