Skip to main content
GameDev.net gamedev.net
🔒 Locked

Texture arrays and framebuffer objects

Started by Vexator May 26, 2012 at 8:56 AM 0 replies 1.1k views
Original Post
Vexator
Vexator
[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

I'm switching from regular 2D textures to 2D texture arrays. Texture creation and look-up in shaders works fine but I can't seem to get them working with fbo's.[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

Before, I've used [/font]glFramebufferTexture2D [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

to attach a texture to a framebuffer:[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentIndex, GL_TEXTURE_2D, texture->id, 0 );[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

Now I'm using [/font]glFramebufferTextureLayer [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

to attach a 2D texture array's first slice to a framebuffer:[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

glFramebufferTextureLayer( GL_FRAMEBUFFER, attachmentIndex, texture->id, 0, 0 );[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

The framebuffer is reported as being complete but the textures remain black. I've t[/font][font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

ested this on both ati and nvidia cards (latest drivers) with the same result. [/font][font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

Am I missing something?[/font]

[font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]

Thank you![/font]

Wunderwerk Engine is an OpenGL-based, shader-driven, cross-platform game engine. It is targeted at aspiring game designers who have been kept from realizing their ideas due to lacking programming skills.

blog.wunderwerk-engine.com

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.