Re: FBOs

Alejandro Segovia <[email protected]>
Newsgroups gmane.comp.python.opengl.user
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
>



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