【发布时间】:2019-06-19 18:47:28
【问题描述】:
我正在尝试将 RenderBuffer 对象附加到 FrameBuffer 对象,glCheckFramebufferStatus(GL_FRAMEBUFFER) 不断返回错误代码:GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
(我正在尝试附加一个 DepthBuffer)
这是我的代码(简化):
// Create and bind the new FBO (1920x1080)
GLuint gBuffer;
glGenFramebuffers(1, &gBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
// Create, initialize, bind and attach the new RBO (purpose : depth buffering)
GLuint rbo;
glGenRenderbuffers(1, &rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
// Create, bind, and initialize, and attach a texture (the FBO's Color Buffer)
GLuint idMap;
glGenTextures(1, &idMap);
glBindTexture(GL_TEXTURE_2D, idMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, idMap, 0);
std::cout << std::to_string(glCheckFramebufferStatus(GL_FRAMEBUFFER)) << std::endl; // Gives me 36054 ( incomplete ???)
// Re-binding orignal FBO and RBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
我做错了什么?
我注意到的事情
不小心写了
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_COMPONENT16, GL_RENDERBUFFER, rbo);
代替
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
...并且没有错误,但深度测试根本不起作用。
编辑:这仅仅是因为GL_DEPTH_ATTACHMENT 是附加缓冲区所必需的。它刚刚超出帧缓冲区...
在 FBO 中渲染时,我会这样做:
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); // Use secondary FBO
glBindRenderbuffer(GL_RENDERBUFFER, rbo); // Use secondary DepthBuffer
glDepthMask(GL_TRUE); // Allow depth writing
glEnable(GL_DEPTH_TEST); // Enable Depth testing
glDepthFunc(GL_LESS); // Pass if fragment is nearer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
Render();
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Go back to original FBO
glBindRenderbuffer(GL_RENDERBUFFER, 0); // to original Depth Buffer
【问题讨论】:
-
您应该尝试将您的帖子改写为问题。目前,您的帖子是一系列声明。
-
@JoakimThorén 好的!编辑
-
@JoakimThorén 好点了吗?
-
在附加
rbo时错误地指定GL_DEPTH_COMPONENT16而不是GL_DEPTH_ATTACHMENT导致FBO 被认为是完整的这一事实可能表明rbo没有通过attachment complete 的要求。也许? -
@G.M.我不知道你的意思是
glRenderbufferStorage的第二个参数必须是内部格式(例如GL_DEPTH_COMPONENT16),glFramebufferRenderbuffer的第三个参数必须是深度缓冲区的GL_DEPTH_ATTACHMENT。
标签: c++ opengl fbo depth-buffer