【发布时间】:2012-06-08 14:25:24
【问题描述】:
我有一个通过以下方式创建的 FBO:
glGenRenderbuffers(1, &m_depthStencilBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, m_width, m_height, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glGenFramebuffers(1, &m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, m_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
assert(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
assert(GL_NO_ERROR == glGetError());
然后我用这个最小的片段程序渲染到这个:
void main() {
gl_FragColor = float4(3.001001f, 2.00002f, 7.00003f, 4.00004f);
}
如果我像这样读出像素:
glReadPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, &pixels[0]);
并检查上面片段程序写入的像素是(1,1,1,1)。我只添加了glReadPixels 用于测试目的,如果我尝试使用textureRect 在另一个片段程序中对FBO 进行采样,我会遇到同样的问题。
【问题讨论】:
标签: opengl