我将场景的颜色(GL_COLOR_ATTACHMENT0)和深度(GL_DEPTH_ATTACHMENT)渲染为FBO,在带有opengl 4+的PC上可以正常工作。
但是在我的带有opengl ES 3.1+的智能手机上,我总是通过glCheckFramebufferStatus(GL_FRAMEBUFFER)获取深度,状态为36054。
glGenTextures(1, &m_textCol);
glBindTexture(GL_TEXTURE_2D, m_textCol);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, wth, hgt, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &m_textDepth);
glBindTexture(GL_TEXTURE_2D, m_textDepth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, wth, hgt, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textCol, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); always 36053 -> ok
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textDepth, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER); // always 36054 -> not ok
我也尝试过
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, wth, hgt, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
但没有变化。
也许有人知道我在做什么错?谢谢...
也许还有其他问题,但至少此行有错误:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, wth, hgt, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
第一个GL_DEPTH_COMPONENT
is not a valid value用于内部尺寸的大小。有效的深度内部尺寸为GL_DEPTH_COMPONENT16
,GL_DEPTH_COMPONENT24
,GL_DEPTH_COMPONENT32F
,GL_DEPTH24_STENCIL8
和GL_DEPTH32F_STENCIL8
。