glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_texWidth, g_texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
Framebuffer incomplete at XXX
static void checkFrameBufferStatus(const char* op){ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); switch (status) { case GL_FRAMEBUFFER_COMPLETE: LOGI("after %s FLIPBOOM : FBO complete GL_FRAMEBUFFER_COMPLETE %x", op, status); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: LOGI("after %s FLIPBOOM : FBO GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT %x", op, status); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: LOGI("after %s FLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT %x", op, status); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: LOGI("after %s FLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_DIMENSIONS %x", op, status); break; case GL_FRAMEBUFFER_UNSUPPORTED: LOGI("after %s FLIPBOOM : FBO GL_FRAMEBUFFER_UNSUPPORTED %x", op, status); break; default : LOGE("after %s FLIPBOOM : failed to make complete FrameBuffer object %x", op, status); break; }}