这只是分享一些我花了很长时间才弄清楚的东西。如果您不需要深度缓冲区或在EGL中没有深度缓冲区连接点设置,则可能会有所帮助。

由于某种原因,我无法将渲染渲染到纹理,无法将渲染缓冲区对象RBO设置为深度缓冲区:

    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
            juliaTex[0], 0);
    rain.checkGlError("glFramebufferTexture2D");
    GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_DEPTH_ATTACHMENT, GLES20.GL_RENDERBUFFER,
            juliaRBO[0]);
    rain.checkGlError("glFramebufferRenderbuffer");

    int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);


导致错误status == GLES20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

如果我将渲染缓冲区存储更改为GLES20.GL_RGBA4,而不是GLES20.DEPTH_COMPONENT16并将GLES20.GL_DEPTH_ATTACHMENT更改为GLES20.GL_COLOR_ATTACHMENT0,则错误消失了,

改变这个

    // create render buffer and bind 16-bit depth buffer
    GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, juliaRBO[0]);
    rain.checkGlError("glBindRenderBuffer");
    GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.DEPTH_COMPONENT16,
            rain.width, rain.height);


对此

    // create render buffer and bind 16-bit depth buffer
    GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, juliaRBO[0]);
    rain.checkGlError("glBindRenderBuffer");
    GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_RGBA4,
            rain.width, rain.height);


原始代码如下:

    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
            juliaTex[0], 0);
    rain.checkGlError("glFramebufferTexture2D");
    GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER,
            juliaRBO[0]);
    rain.checkGlError("glFramebufferRenderbuffer");


然后status == GLES20.GL_FRAMEBUFFER_COMPLETE

但是纹理是空的。

这是创建存储纹理的调用

    // bind texture
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, juliaTex[0]);

    // clamp texture to edges
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
            GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
            GLES20.GL_CLAMP_TO_EDGE);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
            GLES20.GL_LINEAR);
    GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
            GLES20.GL_LINEAR);
    rain.checkGlError("glTexParameter JuliaTex");

    // create it
    /*
    int[] buf = new int[rain.width * rain.height];
    juliaTexBuff = ByteBuffer.allocateDirect(buf.length
            * rain.FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asIntBuffer();
     */
    // generate the textures
    GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
            rain.width, rain.height, 0, GLES20.GL_RGBA,
            GLES20.GL_UNSIGNED_SHORT_4_4_4_4, null);

最佳答案

为了使此工作正常进行,除了将渲染缓冲区附加到颜色附加点之外,我还互换了Framebuffer附加的顺序:

    GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_RENDERBUFFER,
            juliaRBO[0]);
    rain.checkGlError("glFramebufferRenderbuffer");
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,
            GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D,
            juliaTex[0], 0);
    rain.checkGlError("glFramebufferTexture2D");


因此,将Texture2D附加到Renderbuffer之后的Framebuffer颜色层。我假设最后一个连接点是OpenGL ES使用的点。

关于android - glCheckFramebufferStatus返回36054 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/21267414/

10-10 22:49