[英]OpenGL FBO does not render to texture (C++)
我一直在嘗試將茶壺渲染到FBO,然后將后續紋理用作紋理貼圖。 似乎什么都沒發生,所以我想知道自己做錯了什么。 下面是主循環:
//switch to fbo
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0.0,0.0,5.0,
0.0,0.0,-1.0,
0.0f,1.0f,0.0f);
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glRotatef(a,0,1,1);
glutSolidTeapot(1);
//switch to main
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glLoadIdentity();
gluLookAt(0.0,0.0,5.0,
0.0,0.0,-1.0,
0.0f,1.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, img);
//draw cube
glColor4f(1, 1, 1, 1);
glBegin(GL_TRIANGLES);
// front faces
glNormal3f(0,0,1);
// face v0-v1-v2
glTexCoord2f(1,1); glVertex3f(1,1,1);
glTexCoord2f(0,1); glVertex3f(-1,1,1);
glTexCoord2f(0,0); glVertex3f(-1,-1,1);
...draws cube
我嘗試使用glFramebufferStatus,它返回了“成功”
glGenTextures(1, &img);
glBindTexture(GL_TEXTURE_2D, img);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1,&fbo);
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glGenRenderbuffers(1, &depthbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 512, 512);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
glGenTextures(1, &img);
glBindTexture(GL_TEXTURE_2D, img);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, img, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status==GL_FRAMEBUFFER_COMPLETE) {
printf("success\n");
}
但是,我得到的只是沒有紋理映射的多維數據集。
這里有兩個可能的錯誤:
渲染到FBO失敗。 要檢查是否存在這種情況,請清除具有明顯背景顏色(例如粉紅色)的FBO,並查看紋理是否受到影響(例如,通過將其讀回CPU)。 您還應確保變換矩陣和視口( glViewport
)正確。
紋理映射失敗。 確保已為紋理映射設置好所有內容,並首先使用靜態紋理測試紋理映射。
glEnable ( GL_TEXTURE_2D )
呢?
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