I am having trouble creating an FBO, and then using that as a texture in my iOS app. I've uploaded a stripped down version of my app on github, which shows the problem. I get just a blank screen with a weird color which I never set. Checking status shows that the FBO was created successfully.
https://github.com/glman74/simpleFBO
I have already looked at related stackoverflow questions, and specifically the link below from datenwolf which shows how to set up an FBO using GLUT, but does not use shaders. I am still not sure what I am doing wrong.
https://github.com/datenwolf/codesamples/blob/master/samples/OpenGL/minimalfbo/
I am also appending here relevant parts of the code. In the renderFBO method, I am just doing a clear. I would have expected that this solid colored (green) texture would be used when I am rendering the polygon in the main render.
FBO setup:
// intialize FBO
- (void)setupFBO
{
fbo_width = 512;
fbo_height = 512;
glGenFramebuffers(1, &fboHandle);
glGenTextures(1, &fboTex);
glGenRenderbuffers(1, &depthBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glBindTexture(GL_TEXTURE_2D, fboTex);
glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
fbo_width, fbo_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER_APPLE, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTex, 0);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, fbo_width, fbo_height);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_APPLE, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
// FBO status check
GLenum status;
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch(status) {
case GL_FRAMEBUFFER_COMPLETE:
NSLog(@"fbo complete");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
NSLog(@"fbo unsupported");
break;
default:
/* programming error; will fail on all hardware */
NSLog(@"Framebuffer Error");
break;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FBO render:
// render FBO
- (void)renderFBO
{
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
glViewport(0,0, fbo_width, fbo_height);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Main Render:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
// render FBO tex
[self renderFBO];
glViewport(0, 0, self.view.bounds.size.width, self.view.bounds.size.height);
// render main
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glUniform1i(uSamplerLoc, 0);
// Render
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_TEXTURE_2D);
}
An ideas on what I might be doing wrong?
Edit #1:
I have made some small changes to my code at github. Tried using GL_FRAMEBUFFER instead of GL_DRAW_FRAMEBUFFER_APPLE above. Also added a bind texture call, which was missing. Still doesn't work.
Edit #2:
I found a solution. I needed to call in main render:
// reset to main framebuffer
[((GLKView *) self.view) bindDrawable];
Found a solution, and I have updated the code below in case it is useful for someone.
https://github.com/glman74/simpleFBO/
The main issue is that I needed to call in main render:
// reset to main framebuffer
[((GLKView *) self.view) bindDrawable];
This is because I was using GLKView. The situation is different from the CAEAGLLayer examples.
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