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Home/ Questions/Q 6838049
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T23:33:00+00:00 2026-05-26T23:33:00+00:00

With the following code: GLuint viewRenderbuffer, viewFramebuffer, viewDepthbuffer, stencilBuffer; // Create the framebuffer object

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With the following code:

GLuint viewRenderbuffer, viewFramebuffer, viewDepthbuffer, stencilBuffer;
// Create the framebuffer object
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);

// Create a render buffer and bind it to the FBO.
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &imageWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &imageHeight);

// Create a depth buffer and bind it to the FBO.
glGenRenderbuffers(1, &viewDepthbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewDepthbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, imageWidth, imageHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, viewDepthbuffer);

// Create a stencil buffer to crop the rendered scene and bind it to the FBO.
glGenRenderbuffers(1, &stencilBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, stencilBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX, imageWidth, imageHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilBuffer);

// Check the FBO.
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
    NSLog(@"Failure with framebuffer generation: %d", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}

With GL_STENCIL_INDEX, I get the GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error. With GL_STENCIL_INDEX8, I get the GL_FRAMEBUFFER_UNSUPPORTED error. Both are caused by the last glFramebufferRenderbuffer() function, which should bind the stencil buffer to the FBO.

Furthermore, when I check the GL_RENDERBUFFER_STENCIL_SIZE value, I get the right value (8) with GL_STENCIL_INDEX8, but I get 0 with GL_STENCIL_INDEX.

With this, I can’t get a functional and complete FBO with a stencil buffer. Is it due to the GL_STENCIL_INDEX? Which one should be used here?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T23:33:01+00:00Added an answer on May 26, 2026 at 11:33 pm

    It seems that in OpenGL ES 2.0 at least on iOS (not sure for other OS) you have to create combine the depth buffer and the stencil buffer.
    I listed all the extensions supported on my device (iPhone 4 with iOS 5.0.1) and the only one related to the stencil buffer is :

    GL_OES_packed_depth_stencil

    This suggests that you would have to create a combo depth+stencil buffer (taken from the iPhone 3D Programming book)

    // Create a packed depth stencil buffer.
    GLuint depthStencil;
    glGenRenderbuffersOES(1, &depthStencil);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthStencil);
    glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH24_STENCIL8_OES, width, height);
    
    // Create the framebuffer object.
    GLuint framebuffer;
    glGenFramebuffersOES(1, &framebuffer);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES,
                                 GL_RENDERBUFFER_OES, color);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES,
                                    GL_RENDERBUFFER_OES, depthStencil);
    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES,
                                 GL_RENDERBUFFER_OES, depthStencil);
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, color);
    
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