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我是否需要将renderbuffer附加到已附加纹理的帧缓冲器上?

[英]Do I need attach renderbuffer to a framebuffer that has a texture attached already?

I created a framebuffer for offscreen rendering. 我创建了用于屏幕外渲染的帧缓冲区。 I made an empty texture with no data set up. 我没有设置数据就制作了一个空纹理。 I did not attached a color renderbuffer since there is the texture backing. 我没有附加颜色渲染缓冲区,因为有纹理支持。

In code: 在代码中:

    //Generate framebuffer, hook up renderbuffer.
    glGenFramebuffers(1, &_frameBufferName);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferName);

    //DON'T Attach texture to framebuffer (RGBA).
    //glGenRenderbuffers(1, &_colorRenderBufferName);        
    //glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBufferName);    

    //glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, _layerWidth, _layerHeight);        
    //glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBufferName);            

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureName, 0);
    glClear(GL_COLOR_BUFFER_BIT);

It works actually, but xCode profiler always claims that the framebuffer has no attachments. 它实际上可以工作,但是xCode事件探查器始终声称帧缓冲区没有附件。 Do I need color renderbuffer here? 我需要彩色渲染缓冲区吗?

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