
GlFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilRenderbuffer) ĬheckGlError("glFramebufferRenderbuffer stencil") GlFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderbuffer) ĬheckGlError("glFramebufferRenderbuffer color")

GlFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer) ĬheckGlError("glFramebufferRenderbuffer depth") bind renderbuffers to framebuffer object GlRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, backingWidth, backingHeight) ĬheckGlError("glRenderbufferStorage stencil") GlBindRenderbuffer(GL_RENDERBUFFER, _stencilRenderbuffer) ĬheckGlError("glBindRenderbuffer stencil") GlGenRenderbuffers(1, &_stencilRenderbuffer) ĬheckGlError("glGenRenderbuffers stencil")

Create the RenderBuffer for offscreen rendering // Stencil GlRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight) ĬheckGlError("glRenderbufferStorage depth") GlBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer) ĬheckGlError("glBindRenderbuffer depth") GlGenRenderbuffers(1, &_depthRenderbuffer) ĬheckGlError("glGenRenderbuffers depth") Create the RenderBuffer for offscreen rendering // Depth GlRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, backingWidth, backingHeight) ĬheckGlError("glRenderbufferStorage color") GlBindRenderbuffer(GL_RENDERBUFFER, _colorRenderbuffer) ĬheckGlError("glBindRenderbuffer color") GlGenRenderbuffers(1, &_colorRenderbuffer) ĬheckGlError("glGenRenderbuffers color") Create the RenderBuffer for offscreen rendering // Color GlBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer) GlGenFramebuffers(1, &_defaultFramebuffer) The rest of my app code is all good, if I remove the fbo creation and binding, everything works perfectly fine except that I don't have the stencils working which I need for my app. It's like the fbo I am creating is not really bound to the gl surface that is created by the Java part of the app.

Completness is all good, but screen remains completly black. Here's a code snipplet for the framebuffer creation. So, I've been coding lots of gl code in my c++ native libs and havent got through any problem except for this. Target device is running froyo 2.2, supporting OpenGL ES 2.0. Currently, to draw on screen, I generate a framebuffer with a Renderbuffer for the GL_COLOR_ATTACHMENT0 using this code.I am trying to generate a frambuffer object and use stencil inside a native android application using the NDK (r5b).
