我正在尝试启动并运行我的第一个阴影贴图(来自here),但是遇到了一个非常奇怪的问题。这是导致错误的代码:
@interface HSOpenGLView() {
GLuint shadowFramebuffer;
GLuint shadowTexture;
}
@end
@implementation HSOpenGLView
- (void) drawRect:(NSRect)dirtyRect {
}
#pragma mark - Init
- (void) prepareOpenGL {
[super prepareOpenGL];
glEnable(GL_TEXTURE_2D);
glGenFramebuffers(1, &shadowFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, shadowFramebuffer);
// Depth texture. Slower than a depth buffer, but you can sample it later in your shader
glGenTextures(1, &shadowTexture);
glBindTexture(GL_TEXTURE_2D, shadowTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowTexture, 0);
//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadowTexture);
glDrawBuffer(GL_NONE); // No color buffer is drawn to.
// Always check that our framebuffer is ok
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"Failed to create the shadow framebuffer! %u", glGetError());
}
}
此类是'NSOpenGLView'的子类。当打印错误号时,结果为“ 0”。可能是什么原因引起的?
最佳答案
在呼叫glReadBuffer(GL_NONE)
之后添加对glDrawBuffer(GL_NONE)
的呼叫。您需要指出您的FBO也没有用于读取操作的颜色缓冲区源。
关于cocoa - OpenGL纹理绑定(bind)失败,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/14470633/