I have set up FBOs (GL_FRAMEBUFFER_EXT, color and depth buffers) and my app is rendering a simple OpenGL 3D object (a rotating teapot) to texture with a NULL image. I am trying to capture pixel data using glReadPixels. I see the 3D object correctly on the screen. But glReadPixels gives junk data. I wonder where I am going wrong. Any help/pointers is appreciated.
Code is given below (in brief) -
glEnable(GL_TEXTURE_2D); // Enable texturing so we can bind our frame buffer texture
glEnable(GL_DEPTH_TEST); // Enable depth testing
// Initialize the FBO
int WIDTH=window_width;
int HEIGHT=window_height;
glGenTextures(1, &fbo_texture); // Generate one texture
glBindTexture(GL_TEXTURE_2D, fbo_texture); // Bind the texture fbo_texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window_width, window_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Create a standard texture with the width and height of our window
// Setup the basic texture parameters
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_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
......
......
// setup depth buffer
glGenRenderbuffersEXT(1, &fbo_depth); // Generate one render buffer and store the ID in fbo_depth
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo_depth); // Bind the fbo_depth render buffer
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, window_width, window_height); // Set the render buffer storage to be a depth component, with a width and height of the window
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo_depth); // Set the render buffer of this buffer to the depth buffer
....
.....
//set up FBO
glGenFramebuffersEXT(1, &fbo); // Generate one frame buffer and store the ID in fbo
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo_texture, 0); // Attach the texture fbo_texture to the color buffer in our frame buffer
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo_depth); // Attach the depth buffer fbo_depth to our frame buffer
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); // Check that status of our generated frame buffer
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) // If the frame buffer does not report back as complete
{
std::cout << "Couldn't create frame buffer" << std::endl; // Output an error to the console
exit(0); // Exit the application
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); // Bind our frame buffer for rendering
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); // Push our glEnable and glViewport states
glViewport(0, 0, window_width, window_height); // Set the size of the frame buffer view port
glClearColor (0.0f, 0.0f, 1.0f, 1.0f); // Set the clear colour
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the depth and colour buffers
glLoadIdentity(); // Reset the modelview matrix
glTranslatef(0.0f, 0.0f, -5.0f); // Translate back 5 units
glRotatef(rotation_degree, 1.0f, 1.0f, 0.0f); // Rotate according to our rotation_degree value
glutSolidTeapot(1.0f); // Render a teapot
glPopAttrib(); // Restore our glEnable and glViewport states
glReadPixels(0, 0, window_width, window_height, GL_RGBA, GL_UNSIGNED_BYTE, pixels[i]);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our texture
//now display
....
....
glutSwapBuffers();
}