如何解决GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 尝试创建多采样帧缓冲区
我想弄清楚如何创建一个处理多重采样的帧缓冲对象。下面是我尝试让它工作,但每当我检查我的帧缓冲区状态时,我都会收到 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 错误。即使我只附加颜色缓冲区或仅附加深度/模板缓冲区,我也会收到此错误。
我从没有多重采样的旧版本中改编了这段代码,它能够创建一个完整的帧缓冲区。我留下了那些旧电话,但已将其注释掉。
如何正确设置?
void DocumentPanel::setupFramebuffer()
{
QOpenGLFunctions_3_3_Core *f = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
int w = width();
int h = height();
int samples = 16;
if (_frameBufferID == 0)
{
f->glGenFramebuffers(1,&_frameBufferID);
f->glBindFramebuffer(GL_FRAMEBUFFER,_frameBufferID);
}
if (_texBufferColor == 0)
{
// generate texture
f->glGenTextures(1,&_texBufferColor);
f->glBindTexture(GL_TEXTURE_2D,_texBufferColor);
f->glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
f->glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
f->glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
// f->glTexImage2D(GL_TEXTURE_2D,GL_RGBA,w,h,GL_UNSIGNED_BYTE,NULL);
f->glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,samples,GL_RGBA8,false);
f->glBindTexture(GL_TEXTURE_2D,0);
// attach it to currently bound framebuffer object
// f->glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,_texBufferColor,0);
f->glFramebufferTexture2D(GL_FRAMEBUFFER,GL_TEXTURE_2D_MULTISAMPLE,0);
}
if (_renderBufferDepthStencilID == 0)
{
f->glGenRenderbuffers(1,&_renderBufferDepthStencilID);
f->glBindRenderbuffer(GL_RENDERBUFFER,_renderBufferDepthStencilID);
// f->glrenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,h);
f->glrenderbufferStorageMultisample(GL_RENDERBUFFER,h);
f->glBindRenderbuffer(GL_RENDERBUFFER,0);
f->glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,_renderBufferDepthStencilID);
}
GLenum status = f->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
//error
QString err;
switch (status)
{
case GL_FRAMEBUFFER_UNDEFINED:
err = "GL_FRAMEBUFFER_UNDEFINED";
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
err = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT :
err = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT ";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER :
err = "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER ";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER :
err = "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER ";
break;
case GL_FRAMEBUFFER_UNSUPPORTED :
err = "GL_FRAMEBUFFER_UNSUPPORTED ";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE :
err = "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE ";
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS :
err = "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS ";
break;
}
f->glBindFramebuffer(GL_FRAMEBUFFER,0);
qDebug() << "Error building frambuffer: " << err;
return;
}
//Rendering to window again
f->glBindFramebuffer(GL_FRAMEBUFFER,0);
}
解决方法
GL_TEXTURE_2D
和 GL_TEXTURE_2D_MULTISAMPLE
是不同的纹理目标。您的代码将纹理绑定到 GL_TEXTURE_2D
,但随后尝试通过 GL_TEXTURE_2D_MULTISAMPLE
对其进行操作,这不起作用。
相反,您应该将ALL目标更改为GL_TEXTURE_2D_MULTISAMPLE
:
f->glGenTextures(1,&_texBufferColor);
f->glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,_texBufferColor);
f->glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE,samples,GL_RGBA8,w,h,false);
f->glBindTexture(GL_TEXTURE_2D_MULTISAMPLE,0);
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