Re: [PyOpenGL-Users] FBOs
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From: Alejandro S. <as...@gm...> - 2012-01-22 20:32:29
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Hi Ian, Thank you for your answer. I reviewed the link you provided as well as a couple of its references. Embarrassingly enough, the problem seems to be the fact that I misread the OpenGL docs. I was under the impression that the glCheckFramebufferStatus function expected the attachment point as its parameter, whereas in fact it was expecting the target (namely GL_FRAMEBUFFER). This is why I was getting an "invalid enumerant" exception. Your point regarding the need to use a Renderbuffer is completely valid, however, they only seem to be mandatory when attaching to the depth and stencil buffers. Thank you for the help. Best, Alejandro.- 2012/1/21 Ian Mallett <geo...@gm...> > Hi, > > You're not setting up the FBO correctly. You need to set up a > renderbuffer, make renderbuffer storage, etc. The status will only be > complete after all setup is completed. > > You can Google for resources. If I recall correctly, it was this link<http://www.gamedev.net/page/resources/_/technical/opengl/opengl-frame-buffer-object-101-r2331>that I found helpful. > > Ian > -- http://alejandrosegovia.net |