I have OpenGL ES 3.0 and I'm trying to create a texture:
case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_HALF_FLOAT, 0); break;
case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, 0); break;
case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_HALF_FLOAT, 0); break;
(for this code glGetError() return 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0);
But when attaching to framebuffer the glCheckFramebufferStatus(GL_FRAMEBUFFER) return 36054.
Surface CreateSurface(GLsizei width, GLsizei height, int numComponents)
{
GLuint fboHandle;
glGenFramebuffers(1, &fboHandle);
glBindFramebuffer(GL_FRAMEBUFFER, fboHandle);
GLuint textureHandle;
glGenTextures(1, &textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
switch (numComponents) {
case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED, GL_HALF_FLOAT, 0); break;
case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, height, 0, GL_RG, GL_HALF_FLOAT, 0); break;
case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_HALF_FLOAT, 0); break;
default: PezFatalError("Illegal slab format.");
}
PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to create normals texture");
GLuint colorbuffer;
glGenRenderbuffers(1, &colorbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureHandle, 0);
PezCheckCondition(GL_NO_ERROR == glGetError(), "Unable to attach color buffer");
PezCheckCondition(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER), "Unable to create FBO.");
Surface surface = { fboHandle, textureHandle, numComponents };
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return surface;
}
What am I doing wrong?
Textures attached to GL_COLOR_ATTACHMENTn are required to use color-renderable format. Unfortunately, float formats are not color-renderable. For list of color-renderable formats, check Table 3.12 in http://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.2.pdf
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