【发布时间】:2016-11-30 11:08:46
【问题描述】:
我正在尝试使用具有单独深度和模板缓冲区的 FBO。 我知道 NVidia GPU 历史上只支持打包深度/模板。 然而,我偶然发现了 ARB_texture_stencil8 扩展,想知道如何将它用于 FBO。 此代码在 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, fboStencilTexture, 0) 上给出 gl 错误 1159:
static GLuint fboId, rboDepth, rboStencil, TEXTURE_WIDTH, TEXTURE_HEIGHT;
if (!fboColorTexture) {
fboDepthTexture = fboId = rboDepth = rboStencil = TEXTURE_WIDTH = TEXTURE_HEIGHT = 0; // vid restart?
glGenTextures(1, &fboColorTexture);
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!fboDepthTexture) {
glGenTextures(1, &fboDepthTexture);
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!fboStencilTexture) {
glGenTextures(1, &fboStencilTexture);
glBindTexture(GL_TEXTURE_2D, fboStencilTexture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
GLuint curWidth = r_virtualResolution.GetFloat() * glConfig.vidWidth, curHeight = r_virtualResolution.GetFloat() * glConfig.vidHeight;
if (curWidth != TEXTURE_WIDTH || curHeight != TEXTURE_HEIGHT) {
TEXTURE_WIDTH = curWidth;
TEXTURE_HEIGHT = curHeight;
glBindTexture(GL_TEXTURE_2D, fboColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); //NULL means reserve texture memory, but texels are undefined
glBindTexture(GL_TEXTURE_2D, fboDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, fboStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_STENCIL_INDEX, GL_FLOAT, 0);
}
//-------------------------
if (!fboId) {
// create a framebuffer object, you need to delete them when program exits.
glGenFramebuffersEXT(1, &fboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
// attach a texture to FBO color attachement point
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fboColorTexture, 0);
// attach a renderbuffer to depth attachment point
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, fboDepthTexture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, fboStencilTexture, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
【问题讨论】:
-
"此代码给出 gl error 1159 on" 没有这样的错误代码。十六进制或十进制。事实上,在所有 OpenGL 中都没有具有该值的枚举。
-
也许试试我的代码,看看你得到了什么错误?
-
为了尝试您的代码,它必须是minimal reproducible example,但事实并非如此。这只是一段代码。
标签: opengl nvidia fbo stencil-buffer