![]() ![]() Generate a texture to hold the colour buffer GlGenFramebuffers( 1, &(frame_buffer ) ) Got this to work on Android 2.2 with OpenGL ES 2: // Create a frame buffer My ideal is to get depth and colour at the same time - don't really want to render colour and depth separately if I can help it. ![]() Will look at that if I can't get another solution working. Thanks for the fragment shader suggestion - I get the idea now. The Framebuffer status is that it is not complete. Regarding code - my source is barely different from the link I posted above. I also want to look at ES 2 - I am not sure I understand the idea of packing the depth information into colour buffer - do you have a reference I can look at to understand the idea better? Thanks for the comments - I specifically needed a solution for ES 1.1, if it could be found and work on Android. Is there a simple example of configuring an OpenGL ES FBO on Android to render depth to a texture? Alternatively is there a document describing what is and is not supported? My current code is based on this example but creating a colour texture as well instead of setting draw and read buffers to none. I seem to be able to get an FBO set-up with a colour texture but every time I attach a depth texture it fails. Having seen a number of examples for OpenGL, OpenGL ES on other platforms (including iPhone) I have tried a number of FBO configurations. I want to render the depth buffer to a texture. I am using an Android device running Froyo supporting OpenGL ES 1.1 and OpenGL ES 2.0
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |