I’m tyring to get rendering to texture working, but am having a bit of trouble. I’m trying to render a simple quad to the screen to make sure everything is working.
target->enable();
glBegin(GL_QUADS);
glColor4f(1.f, 0.f, 0.f, 1.f);
glVertex3f(0.f, 0.f, 0.f);
glColor4f(0.f, 1.f, 0.f, 1.f);
glVertex3f(16.f, 0.f, 0.f);
glColor4f(0.f, 0.f, 1.f, 1.f);
glVertex3f(0.f, 16.f, 0.f);
glColor4f(1.f, 1.f, 0.f, 1.f);
glVertex3f(16.f, 16.f, 0.f);
glEnd();
target->disable();
When I draw the quad to the screen normally, the quad renders as expected. However, when I draw the quad with the render target enabled, the quad gets rendered at the bottom left corner of the screen and ends up not being rendered to the target.
RenderTarget::RenderTarget(GraphicsDevice *graphics, GLuint width, GLuint height) {
mWidth = width;
mHeight = height;
// First create the depth buffer
glGenRenderbuffers(1, &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, mDepth);
// Tell OpenGL that this renderbuffer is going to be a depth buffer
glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, mWidth, mHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepth);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
// Create the frame buffer texture
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
// Create the frame buffer
glGenFramebuffers(1, &mFbo);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFbo);
// Attach the texture
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mTexture, 0);
//Attach the depth buffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mFbo);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
}
RenderTarget::~RenderTarget() {
glDeleteBuffers(1, &mFbo);
glDeleteBuffers(1, &mDepth);
glDeleteTextures(1, &mTexture);
mFbo = 0;
mDepth = 0;
mTexture = 0;
}
void RenderTarget::enable() {
// Bind the frame buffer
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFbo);
// store the glViewport and glEnable states
//glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT);
glClearColor(1.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 0.f);
glLoadIdentity();
}
void RenderTarget::disable() {
// Restore glViewport and glEnable states
glPopAttrib();
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
}
Your enable is resetting the current matrix (most likely modelview) with
glLoadIdentity. This explains why your square is being moved to the corner of the screen.You’ve commented out the call to
glPushAttribbut not the matching call toglPopAttrib. If you don’t useglPushAttribanywhere else this should set an error flag and leave GL state alone, but I don’t know that’s the case and it’s asking for trouble to assume that the attribute stack is and always will be empty.This documentation for
glBindFrameBuffersuggests that you ought to be usingGL_FRAMEBUFFERorGL_DRAW_FRAMEBUFFERas the first argument:The enums with _EXT suffix in your code likely pertain to a version of OpenGL previous to the version documented there. Tutorials are prone to allowing details like this to fall out of date.
Check your environment & rely on the documentation that matches your version of OpenGL. If for some reason you can’t easily determine your version of OpenGL, check for the GL_INVALID_ENUM error after calling
glBindFrameBuffer.