Hi,
I have a camera setup with multiple render targets. Currently I bind
some buffers with GL_RGBA as source and for instance GL_RGBA16F as
internal format with source type set to GL_FLOAT together with a
depth/stencil target etc.
Now I tried to bind an integer buffer by setting the texture to GL_RB,
with source GL_RB16UI and source type set to GL_UNSIGNED_INT.
Unfortunately this gives me an error regarding framebuffer completeness.
Has anyone done this and give me some hints this?
Also I'd like to know how write into the bound integer target correctly
inside the fragment shader. Is this correct:
gl_FragData[0] = uivec2(128,534);
cheers
Sebastian
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