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 :
GL_RG / GL_RG8UI / GL_UNSIGNED_INT
I also tried with GL_UNSIGNED_BYTE
, it results the same issue: incomplete framebuffer.
I output in fragment shader that way:
layout (location = 0) vec3 nofrag;
layout (location = 1) uvec2 matfrag;
Any idea? I thought GL_UNSIGNED_INT_8_8_8_8
would have been better: well it's definitely not…
Solved! Thank you, glYoda! Here's the solution:
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.
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