我有一段时间这个问题,但找不到解决方案。

在这里,我初始化帧缓冲区:

//Initialize buffers
    glGenBuffers(1, &primaryBuffer);
    glBindBuffer(GL_FRAMEBUFFER, primaryBuffer);

    glGenRenderbuffers(1, &depthBuffer);
    glBindBuffer(GL_RENDERBUFFER, depthBuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, Statics::ScreenWidth, Statics::ScreenHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);

    glGenTextures(1, &colorTexture);
    glBindTexture(GL_TEXTURE_2D, colorTexture);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    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_GENERATE_MIPMAP, GL_TRUE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,  Statics::ScreenWidth, Statics::ScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

    glGenTextures(1, &depthTexture);
    glBindTexture(GL_TEXTURE_2D, depthTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32,  Statics::ScreenWidth, Statics::ScreenHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);

    int res = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    if (res == GL_FRAMEBUFFER_COMPLETE)
    {
        printf("GOOD!\n");
    }

    glBindFramebuffer(GL_FRAMEBUFFER, 0);


我以这种方式在render函数中使用它:

glBindFramebuffer(GL_FRAMEBUFFER, primaryBuffer);
glViewport(0, 0, Statics::ScreenWidth, Statics::ScreenHeight);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

SetCamera();
DrawScene1();

glBindFramebuffer(GL_FRAMEBUFFER, 0);

glViewport(0, 0, Statics::ScreenWidth, Statics::ScreenHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetCamera();
DrawScene2();


这里应该发生的是在附加的Framebuffer纹理中渲染了“ scene1”。屏幕上将显示“ scene2”。
屏幕上确实出现了“ scene2”,但是当我使用渲染的Framebuffer纹理时,出现的是:


谁能告诉我怎么了?

最佳答案

从您写的内容中,我了解到DrawScene2()应该呈现整个场景,而DrawScene1()应该呈现成DrawScene2()产生的一部分。

由于您没有给出DrawScene2()的任何细节(或整个代码),因此我只能在这里进行有根据的猜测:问题将是DrawScene2()。由于您在此处使用DrawScene1()的结果作为渲染源,因此您可能只是将整个FBO打在了渲染目标上,而不是将其视为常规纹理,即在获取之前为其设置了适当的世界和纹理坐标渲染(即,要用DrawScene1()生成的东西“绘制”的DrawScene2()渲染的门的边界)。

09-05 00:15