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Home/ Questions/Q 6894779
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T06:49:31+00:00 2026-05-27T06:49:31+00:00

EDIT: SOLVED I encountered a problem while attempting to render into a texture. I

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EDIT: SOLVED

I encountered a problem while attempting to render into a texture. I create a framebuffer object like this:

glGenTextures(1, &renderFBOtex);
glBindTexture(GL_TEXTURE_2D, renderFBOtex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);

glGenRenderbuffers(1, &renderFBOrender);
glBindRenderbuffer(GL_RENDERBUFFER, renderFBOrender);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glGenFramebuffers(1, &renderFBO);
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderFBOtex, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderFBOrender);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);

But the return value of glCheckFrambufferStatus is always GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT.

The problem seems to be with the texture, as it is the same without the Renderbuffer attachment. Drawing into the Framebuffer itself shouldn’t be a problem.

Could someone please point out what am I missing here?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-27T06:49:32+00:00Added an answer on May 27, 2026 at 6:49 am

    Problem was in another part of the program. It was a very stupid mistake, which led to use of wrongly initialized values for width and height of the texture. They were both set to 0, hence the incomplete attachment error.

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