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FBO doesn't work?

Note: This was originally posted on 12th September 2011 at http://forums.arm.com

Sorry, this is a repost of a question I added to someone else's thread. It's a similar issue, but went unanswered. I kind of need to get an answer on this:

I create the FBO, bind it to a texture, check the status to make sure it's framebuffer complete, then set it to the rendering buffer, and call DrawElements. DrawElements fails with "GL_INVALID_FRAMEBUFFER_OPERATION" error. This is a bit of a mystery since I check the completeness status on the line immediately prior to the draw call and it claims to be framebuffer complete.

Do the settings on the texture object matter, e.g. repeat/linear/reflect. Does Mali require me to specify a depth or stencil buffer? Does it require an alpha channel?

This code works on Tegra2 and Adreno 205. Not sure why Mali doesn't like it.

Cheers!


Edit: Added example Android code that doesn't work as it should on the SGS2.
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  • Note: This was originally posted on 14th September 2011 at http://forums.arm.com


    Sorry, this is a repost of a question I added to someone else's thread. It's a similar issue, but went unanswered. I kind of need to get an answer on this:

    I create the FBO, bind it to a texture, check the status to make sure it's framebuffer complete, then set it to the rendering buffer, and call DrawElements. DrawElements fails with "GL_INVALID_FRAMEBUFFER_OPERATION" error. This is a bit of a mystery since I check the completeness status on the line immediately prior to the draw call and it claims to be framebuffer complete.


    Even if the framebuffer is complete, it sounds like you've got it bound to the render buffer and a texture at the same time, which you shouldn't really do.


    Edit: Added example Android code that doesn't work as it should on the SGS2.


    I can't see the code here, are you sure you posted it?

    -Stacy
Reply
  • Note: This was originally posted on 14th September 2011 at http://forums.arm.com


    Sorry, this is a repost of a question I added to someone else's thread. It's a similar issue, but went unanswered. I kind of need to get an answer on this:

    I create the FBO, bind it to a texture, check the status to make sure it's framebuffer complete, then set it to the rendering buffer, and call DrawElements. DrawElements fails with "GL_INVALID_FRAMEBUFFER_OPERATION" error. This is a bit of a mystery since I check the completeness status on the line immediately prior to the draw call and it claims to be framebuffer complete.


    Even if the framebuffer is complete, it sounds like you've got it bound to the render buffer and a texture at the same time, which you shouldn't really do.


    Edit: Added example Android code that doesn't work as it should on the SGS2.


    I can't see the code here, are you sure you posted it?

    -Stacy
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