This should be really simple, but it's consumed multi-hours of my time, and I have no clue what's going on.
I'm rendering a flat-colored full-screen quad to a texture, then reading back the result with glGetTexImage. It's GPGPU related, so I want the alpha value to behave as if it's any of the other three. I'm using an FBO, texture format GL_RGBA32F_ARB
, NVidia card on a MacBook Pro with 10.5, if it matters.
I only get back the correct color if the alpha I specify is one; with any other value it appears to be blending with what's already in the framebuffer, even though I've explicitly disabled GL_BLEND
. I also tried enabling blending and using glBlendFunc(GL_ONE, GL_ZERO)
but the end result is the same. I can clear the framebuffer to zero before rendering, which fixes it, but I want to understand why that's necessary. As a second test, rendering two overlapping quads gives a blended result, when I just want the original 4-channel color back. Surely the solid color quad should be overwriting pixels in the framebuffer completely? I'm guessing I've misunderstood something fundamental. Thanks.
const size_t res = 16;
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB,
res, res, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint fbo;
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glViewport(0, 0, res, res);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, res, 0, res, -1, 1);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
//glEnable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glColor4f(0.2, 0.3, 0.4, 0.5);
for (int i=0; i<2; ++i) {
glBegin(GL_QUADS);
glVertex2i(0,0);
glVertex2i(res, 0);
glVertex2i(res, res);
glVertex2i(0, res);
glEnd();
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
std::vector<float> tmp(res*res*4);
glBindTexture(GL_TEXTURE_2D, tex);
glGetTexImage(GL_TEXTURE_2D, 0,
GL_RGBA, GL_FLOAT, &tmp.front());
const float * const x = &tmp.front();
cerr << x[0] << " " << x[1] << " " << x[2] << " " << x[3] << endl;
// prints 0.3 0.45 0.6 0.75
glDeleteTextures(1, &tex);
glDeleteFramebuffersEXT(1, &fbo);