LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: muril on December 21, 2010, 14:02:31

Title: FBO Problem
Post by: muril on December 21, 2010, 14:02:31
Hi, i tried to implement offscreen rendering to a fbo, but there is nothing in the texture, where the fbo renders to, afterwards..

Here is my fbo init:


GL11.glEnable(GL11.GL_TEXTURE_2D);
   
    IntBuffer bufferInt = BufferUtils.createIntBuffer( 1 );
    bufferInt.rewind();
        EXTFramebufferObject.glGenFramebuffersEXT(bufferInt);
        fboID_frame = bufferInt.get(0);
       
        bufferInt.rewind();
        EXTFramebufferObject.glGenRenderbuffersEXT(bufferInt);
        fboID_render = bufferInt.get(0);
       
        bufferInt.rewind();
        GL11.glGenTextures(bufferInt);
        textureID = bufferInt.get(0);
       
        ByteBuffer buf = ByteBuffer.allocateDirect(4*width*height);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D,textureID);
    GL11.glTexImage2D(GL11.GL_TEXTURE_2D,
                0,
                GL11.GL_RGBA,
                width,
                height,
                0,
                GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE,
                buf );
       
        try {
            BindFrameBuffer( fboID_frame );
            EXTFramebufferObject.glFramebufferTexture2DEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                                                           EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT,
                                                           GL11.GL_TEXTURE_2D,
                                                           textureID,
                                                           0 );
           
        } catch ( Exception ex )
        {
            System.out.println(ex);
        }
           
            BindRenderBuffer( fboID_render );
            EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT,
                                                          GL14.GL_DEPTH_COMPONENT24,
                                                          width,
                                                          height);
            EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,
                                                              EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT,
                                                              EXTFramebufferObject.GL_RENDERBUFFER_EXT,
                                                              fboID_render);

            CheckErrorFrameBuffer( fboID_frame );
        BindFrameBuffer( 0 );
Title: Re: FBO Problem
Post by: Matthias on December 21, 2010, 14:19:27
Try setting the GL_TEXTURE_MIN_FILTER to GL_LINEAR
Title: Re: FBO Problem
Post by: muril on December 21, 2010, 14:31:22
kewl thanks :) i was too focused on the fbo to search for that ^^