CS 5620: Advanced Interactive Graphics (Fall 2009)
Instructor: Kavita Bala
FAQ for Programming Assignment 3
protected void bindFBO(GL gl) { gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, fboId); gl.glPushAttrib(GL.GL_VIEWPORT); gl.glViewport(0, 0, width, height); if (fboType == DEPTH_TEXTURE_FBO) { // Need to remind the FBO that it shouldn't draw or read from the color buffer // since it isn't attached. Ran into this problem on a Radeon 2400 XT. // This contradicts ATI's documentation on FBOs here: // http://developer.amd.com/media/gpu_assets/FramebufferObjects.pdf // It claims: "Note that this is a per-FBO state, so if you’re using // separate FBOs for each render-to-texture setup, you can make these // calls once at setup and forget it." gl.glDrawBuffer(GL.GL_NONE); gl.glReadBuffer(GL.GL_NONE); } }
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