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Author Topic: Getting incomplete FBO when setting GL_RGBA16F texture format  (Read 883 times)
sasmaster
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Posts: 13


« on: July 20, 2012, 08:37:13 »

I am using Java wrapper for OpenGL (LWJGL)I am getting

     GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
status if I set FBO texture attachment format to be GL_RGBA16F.In fact Anything but GL_RGBA causes this error.
Here is my FBO texture setup:

Code:
   glBindTexture(GL_TEXTURE_2D, tex);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, _width, _height, 0, GL_RGBA, GL_FLOAT, (ByteBuffer) null);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
    glDrawBuffers(GL_COLOR_ATTACHMENT0);

And here is the Depth attachment:

    _depthBuffer = glGenRenderbuffers();
    glBindRenderbuffer(GL_RENDERBUFFER, _depthBuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, _width, _height);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
may be the problem on LWJGL side , with  PixelFormat setup ?
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sasmaster
Newbie
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Posts: 13


« Reply #1 on: July 23, 2012, 01:03:15 »

Hello ! Is there anybody here Huh?
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moci
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Posts: 27



WWW
« Reply #2 on: July 29, 2012, 15:00:18 »

Could you supply a complete code example that I can "run" to test this out. I can just confirm the error if that's good enough for you.
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