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我试图渲染到纹理,然后将纹理绘制到正方形中。在创建帧缓冲区时,我在glFramebufferRenderbuffer
和glFramebufferTexture2D
调用后得到无效操作。这里是应该创建帧缓冲区的功能:OpenGL ES 2.0创建帧缓冲区无效操作
private void createFrameBuffer()
{
final int[] texture = new int[1];
frameTextureID = texture[0];
GLES20.glGenTextures(1,texture,0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameTextureID);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
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.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);
final int[] depthBuffer = new int[1];
GLES20.glGenRenderbuffers(1, depthBuffer, 0);
renderBufferID = depthBuffer[0];
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, depthBuffer[0]);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
final int[] frameBuffer = new int[1];
GLES20.glGenFramebuffers(1,frameBuffer,0);
frameBufferID = frameBuffer[0];
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,frameBufferID);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, frameTextureID, 0);
error("glFramebufferTexture2D");
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT , GLES20.GL_RENDERBUFFER, renderBufferID);
error("glFramebufferRenderbuffer");
frameBufferComplete("createFrameBuffer");
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
我不明白这是什么问题。
ps:当我检查函数结束时,帧缓冲区已完成。