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answers:

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Hi, I have a huge problem with using FBO.

I have a multi-pass display using FBOs and multitexturing. Everything seems to work fine until the end of first execution of display.

I set the render target back to screen using glBindFrameBufferEXT(GL_FRAMEBUFFER_EXT, 0) at the end of my display function but the passes after that do not take effect. The screen seems to freeze..

What might be the cause? Any guesses?

A: 

I suggest you add the glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT); before binding the FBO, and glPopAttrib(); after you release it.

Cooy