2013-03-14 89 views
0

我在嘗試渲染紋理,隨後使用紋理,但由於某種原因它不起作用。渲染爲紋理:始終爲黑色紋理

如蘋果documentation描述,

首先我分配FBO的紋理渲染..

glGenFramebuffers(1, &read_framebuffer); 
glBindFramebuffer(GL_FRAMEBUFFER, read_framebuffer); 

然後創建紋理並將其連接到該FBO ..

glActiveTexture(GL_TEXTURE0); 
glGenTextures(1, &texture); 
glBindTexture(GL_TEXTURE_2D, texture); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8_OES, 64, 64, 0, GL_RGBA, 
      GL_UNSIGNED_BYTE, NULL); 
glBindRenderbuffer(GL_RENDERBUFFER, 0); 
glBindTexture(GL_TEXTURE_2D, 0); 
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
         texture, 0); 

然後創建用於繪製的fbo ..

glGenFramebuffers(1, &draw_framebuffer); 
glBindFramebuffer(GL_FRAMEBUFFER, draw_framebuffer); 
glGenRenderbuffers(1, &_colorRenderBuffer); 
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer); 
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer]; 
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderBuffer); 

在渲染循環的一部分後來..

glBindFramebuffer(GL_FRAMEBUFFER, read_framebuffer); 

(...off-screen drawing the scene here...) 

glBindFramebuffer(GL_FRAMEBUFFER, draw_framebuffer); 

綁定它應該包含我的屏幕外渲染圖像紋理..

glBindTexture(GL_TEXTURE_2D, texture); 

(..draw the scene with texture applied here...) 

但是,由於某種原因,質感始終是黑色的。有什麼我在這裏失蹤?

+0

在調用'glFramebufferTexture2D'後立即調用'glCheckFramebufferStatus(GL_FRAMEBUFFER)'返回的值是什麼? – prideout 2013-03-14 19:07:40

+0

它返回36054 – Random 2013-03-15 07:43:14

回答

2

glTexImage2D交換GL_RGBA8_OES對於GL_RGBA。我可以看到你從蘋果文件中獲取這些參數..(無評論..)無論如何,關於你的問題的意見,正如@prideout指出的,你應該總是檢查幀緩衝區狀態。在你的情況下,它返回GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

+0

嗯,我後來玩了參數,因爲它沒有工作.. – Random 2013-03-15 09:44:21

+0

這沒有工作,謝謝:/ – Random 2013-03-15 09:51:20