Hi,
I tried to make FBO work on android, but failed
Yes we should comment glDrawBuffers It doesn't exist on GLES2.0
For now I have incomplete attachment.
Here is my simple texture
osg::ref_ptr<osg::Texture2D> visual_tex = new osg::Texture2D;
visual_tex->setTextureSize( 256,256);
visual_tex->setSourceFormat(GL_RGBA);
visual_tex->setSourceType(GL_UNSIGNED_BYTE);
visual_tex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
visual_tex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
visual_tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
visual_tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
visual_tex->setResizeNonPowerOfTwoHint(false);
and camera
colorCamera1->attach(osg::Camera::COLOR_BUFFER, visual_tex.get());
colorCamera1->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
Could you please tell me why OSG bind renderbuffer and my texture to context?
As far as I understand I don't bind MSFBO and I don't need to resolve
framebuffer.
Thank you!
Cheers,
Roman
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