Configuring an offscreen framebuffer fails the completeness test
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by randallmeadows
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Published on 2010-05-25T18:08:16Z
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2010/05/25
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I'm trying to create an offscreen framebuffer into which I can do some OpenGL drawing, and then pull the bits out manually. I'm following the instructions here, but in step 4, status is 0 instead of GL_FRAMEBUFFER_COMPLETE_OES.
If I insert a call go glGetError() after every gl call, it returns 0 (GL_NO_ERROR) every time. But, the values of variables do not change during the call. E.g.,
GLuint framebuffer;
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
the value of framebuffer does not get altered at all (even when I change it to some arbitrary value and re-execute). It's almost like the gl calls are not actually being made. I'm linking against OpenGLES framework, and get no compile, link, or run-time errors (or warnings).
I'm at a loss as to what to do to fix this. I've tried continuing on with my drawing, but do not see the results I expect, but at this point I can't tell whether it's because of the above error, or the conversion to a UIImage.
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