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Opengl es 2.0 merge framebuffer object
Opengl es 2.0 merge framebuffer object













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

opengl es 2.0 merge framebuffer object

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")

opengl es 2.0 merge framebuffer object

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.

opengl es 2.0 merge framebuffer object

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).















Opengl es 2.0 merge framebuffer object