Trying to create an FBO with a Color buffer with texture and packed depth and stencil buffer with texture…
// Create the FBO
glGenFramebuffersEXT( 1, &m_fboID );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_fboID );
// Create the Color Texture
glGenTextures( 1, &m_colorRB );
glBindTexture( target, m_colorRB );
glTexImage2D( target, 0, GL_RGBA8,
m_width, m_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
glTexParameteri( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glGenerateMipmapEXT( target );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_colorRB, 0 );
// Now Depth texture
glGenTextures( 1, &m_depthStencilTextureRB );
glBindTexture( target, m_depthStencilTextureRB );
glTexParameteri( target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexImage2D( target, 0,
GL_DEPTH24_STENCIL8_EXT,
m_width,
m_height,
0,
GL_DEPTH_STENCIL_EXT,
GL_UNSIGNED_INT_24_8_EXT,
0 );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
target,
m_depthStencilTextureRB,
0 );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
target,
m_depthStencilTextureRB, 0 );
status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
Status returns GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT.
And like I said, this code works fine on my Nvidia workstation.