I get an error GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
after I try to create a framebuffer that renders to a texture. I can't figure out what is wrong, any help is greatly appreciated.
Edit: Fixed it! Working code:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 768, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 768, 1024);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &backFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, backFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
[self checkFramebufferStatus];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Note: If your version doesn't work, make sure you check for errors after each and every call AND that you clear the error before your first call, else you'll be error-checking the code before that.
It is likely that the texture is incomplete. The default MIN_FILTER for a texture specifies mipmapping, but you've provided only for Texture Level 0, so the texture itself is incomplete.
Add calls to glTexParamter to set the MIN_FILTER to one of the non-mipmapped modes.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With