Depth buffer attachment problem

Nicolas Rougier <[email protected]> Mon, 24 Feb 2014 21:40:58 +0100
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
Hi,

I'm trying to render a simple rotating textured cube to a texture using framebuffer. I attached a RGB texture for the color buffer and a depth render buffer for the depth buffer to the framebuffer (same 512x512 resolution for each of them).

I checked for the status of the framebuffer which report itself as "complete". Nonetheless I get a weird rendering as shown on second image:

Direct rendering (without framebuffer): http://www.loria.fr/~rougier/tmp/without-fbo.png
Indirect rendering (with framebuffer): http://www.loria.fr/~rougier/tmp/with-fbo.png


First image is direct rendering (no framebuffer) and is ok. Second image is indirect rendering (rendering to texture then displaying the texture, the left washed-out part is ok, it comes from the fragment shader for testing purposes).

I suspect the depth buffer is not really attached but I did not get any error along the way.

I'm using python (2.7.6), pyopengl (3.0.2) on osx and I'm using framebuffer operations from the main pyopengl namespace (OpenGL.GL) but I know OpenGL.GL.ext.framebuffer_object is also available. Could this be the reason ?


I cannot provide a simple example since the example comes from a project (vispy). If anyone have a simple glut based example showing framebuffer rendering (with depth buffer) such as cube rendered on cube, that could help.



Nicolas
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