I get FrameBufferUnsupported error when doing the following. What I’m doing wrong? (I’m using OpenTK)
// Create color texture
reflectionTexture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, reflectionTexture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb8,
256, 256, 0, PixelFormat.Rgb, PixelType.UnsignedByte, IntPtr.Zero);
GL.BindTexture(TextureTarget.Texture2D, 0);
// Create depth buffer
GL.GenRenderbuffers(1, out depthBuffer);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthBuffer);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer,
RenderbufferStorage.DepthComponent32, 256, 256);
// Create framebuffer
GL.GenFramebuffers(1, out frameBuffer);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
// Attach color texture
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0,
TextureTarget.Texture2D, reflectionTexture, 0);
// Attach depth buffer
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment,
RenderbufferTarget.Renderbuffer, depthBuffer);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
FramebufferErrorCode err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);