[英]OpenGL failed texture binding
我試圖從這里開始並運行我的第一個陰影貼圖,但是遇到了一個非常奇怪的問題。 這是導致錯誤的代碼:
@interface HSOpenGLView() {
GLuint shadowFramebuffer;
GLuint shadowTexture;
}
@end
@implementation HSOpenGLView
- (void) drawRect:(NSRect)dirtyRect {
}
#pragma mark - Init
- (void) prepareOpenGL {
[super prepareOpenGL];
glEnable(GL_TEXTURE_2D);
glGenFramebuffers(1, &shadowFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer);
// Depth texture. Slower than a depth buffer, but you can sample it later in your shader
glGenTextures(1, &shadowTexture);
glBindTexture(GL_TEXTURE_2D, shadowTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowTexture, 0);
//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadowTexture);
glDrawBuffer(GL_NONE); // No color buffer is drawn to.
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"Failed to create the shadow framebuffer! %u", glGetError());
}
}
此類是'NSOpenGLView'的子類。 當打印錯誤號時,結果為“ 0”。 可能是什么原因造成的?
加入到呼叫glReadBuffer(GL_NONE)
您的來電后glDrawBuffer(GL_NONE)
您需要指出您的FBO也沒有用於讀取操作的顏色緩沖區源。
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