Created
January 20, 2014 22:07
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HD4000 Bug
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// Create a texture and bind it to two FBOs | |
GLuint textureName; | |
glGenTextures(1, &textureName); | |
glBindTexture(GL_TEXTURE_RECTANGLE, textureName); | |
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
GLuint fboNames[2]; | |
glGenFramebuffers(2, fboNames); | |
glBindFramebuffer(GL_FRAMEBUFFER, fboNames[0]); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, textureName, 0); | |
glBindFramebuffer(GL_FRAMEBUFFER, fboNames[1]); | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, textureName, 0); | |
glBindTexture(GL_TEXTURE_RECTANGLE, textureName); | |
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
glBindFramebuffer(GL_FRAMEBUFFER, fboNames[0]); | |
// Removing this line resolves the error | |
glCheckFramebufferStatus(GL_FRAMEBUFFER); // Returns GL_FRAMEBUFFER_COMPLETE | |
glBindFramebuffer(GL_FRAMEBUFFER, fboNames[1]); | |
GLenum bufferTarget = GL_COLOR_ATTACHMENT0; | |
glDrawBuffers(1, &bufferTarget); | |
// Adding this line resolves the error | |
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_RECTANGLE, 1, 0); | |
glCheckFramebufferStatus(GL_FRAMEBUFFER); // Returns GL_FRAMEBUFFER_COMPLETE | |
//This call causes a GL_INVALID_FRAMEBUFFER_OPERATION error. | |
glClear(GL_COLOR_BUFFER_BIT); |
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