使用以下代码:
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));
}
与
GL_STENCIL_INDEX
,我得到 GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
错误。与 GL_STENCIL_INDEX8
,我得到 GL_FRAMEBUFFER_UNSUPPORTED
错误。两者都是由最后一个 glFramebufferRenderbuffer() 函数引起的,该函数应该将模板缓冲区绑定(bind)到 FBO。此外,当我检查
GL_RENDERBUFFER_STENCIL_SIZE
值,我用 GL_STENCIL_INDEX8
得到正确的值 (8) ,但我得到 0 和 GL_STENCIL_INDEX
.有了这个,我就无法获得带有模板缓冲区的功能完整的 FBO。是因为
GL_STENCIL_INDEX
?这里应该使用哪一个?
最佳答案
似乎在 OpenGL ES 2.0 中至少在 iOS 上(不确定其他操作系统)你必须创建组合深度缓冲区和模板缓冲区。
我列出了我的设备(带有 iOS 5.0.1 的 iPhone 4)上支持的所有扩展,唯一与模板缓冲区相关的是:
GL_OES_packed_depth_stencil
这表明您必须创建一个组合深度+模板缓冲区(取自 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);
关于ios - iOS5 是否同时支持 GL_STENCIL_INDEX 和 GL_STENCIL_INDEX8?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8149944/