简体   繁体   English

uvec2片段着色器输出的哪种组合

[英]Which combination for uvec2 fragment shader output

I've been trying to output into GL_COLOR_ATTACHMENT1 unsigned values R and G. The texture is set with these format / internal format / type : 我一直试图输出到GL_COLOR_ATTACHMENT1无符号值R和G。纹理设置为这些格式 / 内部格式 / 类型

GL_RG / GL_RG8UI / GL_UNSIGNED_INT

I also tried with GL_UNSIGNED_BYTE , it results the same issue: incomplete framebuffer. 我还尝试了GL_UNSIGNED_BYTE ,它导致了相同的问题:帧缓冲区不完整。

I output in fragment shader that way: 我以这种方式在片段着色器中输出:

layout (location = 0) vec3 nofrag;
layout (location = 1) uvec2 matfrag;

Any idea? 任何想法? I thought GL_UNSIGNED_INT_8_8_8_8 would have been better: well it's definitely not… 我以为GL_UNSIGNED_INT_8_8_8_8会更好:嗯,绝对不是……

Solved! 解决了! Thank you, glYoda! 谢谢glYoda! Here's the solution: 解决方法如下:

GL_RG_INTEGER / GL_RG8UI / GL_UNSIGNED_BYTE

I think GL_UNSIGNED_INT is nice too, but since GL* 8 *UINT, BYTE is far away better. 我认为GL_UNSIGNED_INT也不错,但是由于GL * 8 * UINT,BYTE更好。

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM