I'm trying to create an offscreen render buffer in OpenGL ES on the iPhone. I've created the buffer like this:
glGenFramebuffersOES(1, &offscreenFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer);
glGenRenderbuffersOES(1, &offscreenRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, offscreenRenderbuffer);
But I'm confused on how to render the storage. Apple's documentation says to use the EAGLContext renderBufferStorage:fromDrawable: method, but this seems to only work for one render buffer (the main one being displayed). If I use the normal OpenGL function glRenderBufferStorageOES, then I can't seem to get it to display. Here's the code:
// this is in the initialization section:
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGB8_OES, backingWidth, backingHeight);
// and this is when I'm trying to draw to it and display it:
glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer);
GLfloat vc[] = {
0.0f, 0.0f, 0.0f,
10.0f, 10.0f, 10.0f,
0.0f, 0.0f, 0.0f,
-10.0f, -10.0f, -10.0f,
};
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vc);
glDrawArrays(GL_LINES, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
Doing it this way, nothing is displayed on the screen. However, if I switch out the references to "offscreen...Buffer" to the buffers that were created with the renderBufferStorage method, it works fine.
Any suggestions?
Since you can't use presentRenderbuffer
with an offscreen FBO, you should associate it with a texture object using glFramebufferTexture2DOES
, then render a textured full-screen quad.
@david good idea.. what you need to do is what @prideout said.. create a texture and render to it.. and use the texture on a quad every time. Make sure you draw to the texture only once, as in your case things are persistent.
- (void)setUpTextureBuffer
{
glGenFramebuffersOES(1, &texturebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturebuffer);
// create the texture
glGenTextures(1, &canvastexture);
glBindTexture(GL_TEXTURE_2D, canvastexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, canvastexture, 0);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if(status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"failed to make complete framebuffer object %x", status);
}
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glClearColor(1.0, 1.0, 1.0, 1.0);
glViewport(0, 0, 512, 512);
glClear(GL_COLOR_BUFFER_BIT);
}
//setTargetToTexture() function
glBindFramebufferOES(GL_FRAMEBUFFER_OES, tbuffer);
glBindTexture(GL_TEXTURE_2D, allbrushes);
glViewport(0, 0, 512, 512);
//reset pointers after finishing drawing to textures
glViewport(0, 0, BWIDTH, BHEIGHT);
glVertexPointer(2, GL_FLOAT, 0, canvas); //canvas vertices
glTexCoordPointer(2, GL_FLOAT, 0, texels);
glBindTexture(GL_TEXTURE_2D, boundtexture); //bind to the texture which is the special render target
glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbuffer); //back to normal framebuffer
You cannot present an normal renderbuffer (created with glRenderbufferStorage), it is always offscreen. presentRenderbuffer:
can only be used for renderbuffers that were created using the renderbufferStorage:fromDrawable:
. If you checked the return value of that presentRenderbuffer:
, you should observe it failing.
What are you trying to do?
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