【发布时间】:2015-05-22 07:50:30
【问题描述】:
尝试在 Chrome 的深度纹理中绘制模型时出错: WebGL: INVALID_FRAMEBUFFER_OPERATION:drawArrays:附加纹理的内部格式不可渲染
纹理和帧缓冲区是这样创建的:
var fb=self.gl.createFramebuffer();
self.gl.bindFramebuffer(self.gl.FRAMEBUFFER, fb);
var rb=self.gl.createRenderbuffer();
self.gl.bindRenderbuffer(self.gl.RENDERBUFFER, rb);
self.gl.renderbufferStorage(self.gl.RENDERBUFFER, self.gl.DEPTH_COMPONENT16,256,256);
self.gl.framebufferRenderbuffer(self.gl.FRAMEBUFFER, self.gl.DEPTH_ATTACHMENT,self.gl.RENDERBUFFER, rb);
var texture_rtt=self.gl.createTexture();
self.gl.bindTexture(self.gl.TEXTURE_2D, texture_rtt);
self.gl.texParameteri(self.gl.TEXTURE_2D, self.gl.TEXTURE_MAG_FILTER, self.gl.LINEAR);
self.gl.texParameteri(self.gl.TEXTURE_2D, self.gl.TEXTURE_MIN_FILTER, self.gl.LINEAR);
self.gl.texParameteri(self.gl.TEXTURE_2D, self.gl.TEXTURE_WRAP_S, self.gl.CLAMP_TO_EDGE);
self.gl.texParameteri(self.gl.TEXTURE_2D, self.gl.TEXTURE_WRAP_T, self.gl.CLAMP_TO_EDGE);
self.gl.texImage2D(self.gl.TEXTURE_2D, 0, self.gl.DEPTH_COMPONENT, 256, 256,0, self.gl.DEPTH_COMPONENT, self.gl.UNSIGNED_SHORT, null);
self.gl.framebufferTexture2D(self.gl.FRAMEBUFFER, self.gl.COLOR_ATTACHMENT0,self.gl.TEXTURE_2D, texture_rtt, 0);
self.gl.bindTexture(self.gl.TEXTURE_2D, null);
self.gl.bindFramebuffer(self.gl.FRAMEBUFFER, null);
例子可以找到:here
【问题讨论】:
-
正如starmole 指出的那样,您正在从底线的第4 个创建
DEPTH_COMPONENT纹理,然后尝试将其附加为COLOR_ATTACHMENT0。将gl.DEPTH_COMPONENT更改为gl.RGBA并将gl.UNSIGNED_SHORT更改为gl.UNSIGNED_BYTE,它应该可以工作。
标签: opengl-es glsl webgl shadow