Re: FBOs
Alejandro Segovia <[email protected]>
| Newsgroups | gmane.comp.python.opengl.user |
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| Message-ID | <CAAXrc9MspJ_ZhncTPpR9=fzMM+ix3PJS+NjQT8FS7pnYZXL59g@mail.gmail.com> |
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 <[email protected]> > 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 ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-users