Carsten Neumann wrote:
> Hello Marcus,
>
> Marcus Lindblom wrote:
>> Marcus Lindblom wrote:
>>> Looking att the FrameBufferObjectBase constructor, the _mfDrawBuffers is
>>> actually initialized as empty (size 0), although it looks as if the
>>> constructor tries to add a zero element (which would make sense, use the
>>> window system provided frame buffer to draw to).
>>>
>>> Inherited(),
>>> _sfGLId (GLenum(0)),
>>> _mfColorAttachments (),
>>> _mfDrawBuffers (GLenum(0)), <---
>>> _sfDepthAttachment (NULL),
>>> _sfStencilAttachment (NULL),
>>> _sfWidth (UInt16(0)),
>>> _sfHeight (UInt16(0)),
>>> _sfPostProcessOnDeactivate(bool(false))
>>> { }
>>>
>>> The main confusing part here is that _mfColorAttachments is default
>>> initialized, and _mfDrawbuffers is not, but both ctors give the same
>>> effect (empty MField).
>>>
>>> I'd expect the _mfDrawBuffers element to contain a zero element, but
>>> that's not what happens. (It's easily fixed by adding a push_back(0) in
>>> FrameBufferObject's ctor)
>> Hm. Perhaps I jumped to conclusion here. It doesn't work they way I want
>> it to anyway (when adding a zero or GL_BACK value to _mfDrawBuffers myself)
> > (I'm trying to use the default color buffer but a texture buffer for
> depth.)
>
> ok, I was about to ask that ;) ;)
>
> can you give some more details on what does not work? I think putting
> GL_BACK into _mfDrawBuffers, having no color but a depth attachment
> should do what you want - I've not tried it though.
I tried that. Didn't work. Apparently GL_BACK isn't allowed for
glDrawBuffers (it's ok for glDrawBuffer). (and
GL_BACK_LEFT/GL_BACK_RIGHT didn't work either). :-|
I'm going to work on it more after the weekend. Hopefully I'll come up
with something.
Cheers,
/Marcus
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