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Thread: FBO Texture is black

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2016

    FBO Texture is black

    Dear forum,

    I am trying to implement Shadowmapping into my program. I just tried to implement and rendering to FBO's at all but it does not work. I've read some tutorials and i copied their code
    for generating FBOs. The Texture will eventually be rendered on to a Quad. Below is the Code i am currently working with.

    Code :
                    buffer = GL30.glGenFramebuffers();
    		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, buffer);
    		int tex = GL11.glGenTextures();
    		GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex);
    		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, 1024,768, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
    		 GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
    	         GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
    		int depthBuffer = GL30.glGenRenderbuffers();
    		GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
    		GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, 1024,768);
    		GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBuffer);
    		GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, tex, 0);
    		GuiTexture text = new GuiTexture(tex, new Vector2f(), new Vector2f(1,1));
    		System.out.println((GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE));
    		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

    These 2 lines are for displaying the texture.
    Code :
    GuiTexture text = new GuiTexture(tex, new Vector2f(), new Vector2f(1,1));

    I do not want to implement Shadowmapping directly. At first i want to be able to render my scene to a texture but this is not working.
    My render call looks like this:

    Code :
    		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, buffer);
    		EntitySystem.render(lights, c);	
    		InstancedEntitySystem.render(lights, c);
    		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);

    If i remove the
    Code :
    GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, buffer);
    Code :
    it renders my scene the way it should be. But with it i only see black.

    I would be very happy if someone could help me solve my problem
    Greetings, Finn

  2. #2
    Member Regular Contributor
    Join Date
    May 2016
    are you actually copying the rendered image into the default framebuffer ?

    when you are finished with rendering into your FBO (framebuffer object), you're not done:
    you have to copy the data from your framebuffer into the window's framebuffer (so-called "default framebuffer")

    you call:
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);// makes OpenGL drawing into "0", which is the default framebuffer
    glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);// makes OpenGL reading data from your "framebuffer"
    // from now on all draw operations affect the default framebuffer (screen) and all read operations will get the data from your "framebuffer" ..

    glReadBuffer(GL_COLOR_ATTACHMENT0);// tells openGL from which attachment you want to read the data
    glBlitFramebuffer(// makes OpenGL copying the framebuffer data
    0, 0, framebufferwidth, framebufferheight,
    0, 0, screenwidth, screenheight,
    GL_COLOR_BUFFER_BIT,// you only care about the color data, not the depth data ..
    GL_NEAREST);// filter parameter
    Last edited by john_connor; 09-23-2016 at 01:55 AM.

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