这是为阴影映射设置帧缓冲区的代码,但在检查帧缓冲区状态时返回 36054。有任何想法吗?
//bind framebuffer for shadow mapping
gl.glGenFramebuffers(1, framebuff);
gl.glBindFramebuffer(GL4.GL_FRAMEBUFFER, framebuff.get(0));
gl.glGenTextures(1, textureBuff);
gl.glBindTexture(GL4.GL_TEXTURE_2D, textureBuff.get(0));
gl.glTexStorage2D(GL4.GL_TEXTURE_2D, 1, GL4.GL_DEPTH_COMPONENT32F, displayWidth, displayHeight);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MAG_FILTER, GL4.GL_LINEAR);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MIN_FILTER, GL4.GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_WRAP_S, GL4.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_WRAP_T, GL4.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_COMPARE_MODE, GL4.GL_COMPARE_REF_TO_TEXTURE);
gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_COMPARE_FUNC, GL4.GL_LEQUAL);
gl.glFramebufferTexture(GL4.GL_FRAMEBUFFER, GL4.GL_DEPTH_ATTACHMENT, textureBuff.get(0), 0);
gl.glDrawBuffer(GL4.GL_NONE);
if(gl.glCheckFramebufferStatus(GL4.GL_FRAMEBUFFER) != GL4.GL_FRAMEBUFFER_COMPLETE)
return gl.glCheckFramebufferStatus(GL4.GL_FRAMEBUFFER);
最佳答案
固定的。 displayWidth和displayHeight是reshape函数中设置的,在reshape函数中赋值之前默认赋值为0,因此在设置buffer时为0,打破了规则。
关于opengl - 尝试执行深度附加时错误的帧缓冲区状态(返回 36054),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/29179885/