Using a couple of posts here in StackOverflow, I created what is supposed to be a simple render-to-texture using a framebuffer.
The problem here is that it's not working. Something is broken in the mix, as my final texture is just a white square. I am not getting any gl errors whatsoever. Here is my code.
Declare instance variables.
GLuint texture;
GLuint textureFrameBuffer;
Generate the texture and framebuffer.
glGetError();
//Generate the texture that we will draw to (saves us a lot of processor).
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Use OpenGL ES to generate a name for the texture.
// Pass by reference so that our texture variable gets set.
glGenTextures(1, &texture);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, texture);
// Specify a 2D texture image, providing a pointer to the image data in memory.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
//Create a frame buffer to draw to. This will allow us to directly edit the texture.
GLint oldFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &oldFBO);
glGenFramebuffersOES(1, &textureFrameBuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, textureFrameBuffer);
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, oldFBO);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
NSLog(@"Error on framebuffer init. glError: 0x%04X", err);
}
Draw a big string into the framebuffer.
glGetError();
GLint oldFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &oldFBO);
//Bind our frame buffer.
glBindFramebufferOES(GL_FRAMEBUFFER_OES, textureFrameBuffer);
//Clear out the texture.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Draw the letters to the frame buffer. (calls glDrawArrays a bunch of times, binds various textures, etc.) Does everything in 2D.
[self renderDialog:displayString withSprite:displaySprite withName:displaySpriteName];
//Unbind the frame buffer.
glBindFramebufferOES(GL_FRAMEBUFFER_OES, oldFBO);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
NSLog(@"Error on string creation. glError: 0x%04X", err);
}
Draw it.
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glGetError();
//Draw the text.
[EAGLView enable2D];
//Push the matrix so we can keep it as it was previously.
glPushMatrix();
//Store the coordinates/dimensions from the rectangle.
float x = 0;
float y = [Globals getPlayableHeight] - dialogRect.size.height;
float w = [Globals getPlayableWidth];
float h = dialogRect.size.height;
// Set up an array of values to use as the sprite vertices.
GLfloat vertices[] =
{
x, y,
x, y+h,
x+w, y+h,
x+w, y
};
// Set up an array of values for the texture coordinates.
GLfloat texcoords[] =
{
0, 0,
0, h / 128,
w / 512, h / 128,
w / 512, 0
};
//Render the vertices by pointing to the arrays.
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
// Set the texture parameters to use a linear filter when minifying.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Allow transparency and blending.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Enable 2D textures.
glEnable(GL_TEXTURE_2D);
//Bind this texture.
[EAGLView bindTexture:texture];
//Finally draw the arrays.
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//Restore the model view matrix to prevent contamination.
glPopMatrix();
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
NSLog(@"Error on draw. glError: 0x%04X", err);
}
Any external things I called work just fine in other contexts. Any ideas? I know almost nothing about framebuffers, so any help troubleshooting would be great.