I'm trying to create OpenGL ES 1.1 texture and fill is with rendered content.
Preparing a texture:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLuint texFrambuffer;
glGenFramebuffers(1, &texFrambuffer);
glBindFramebuffer(GL_FRAMEBUFFER, texFrambuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER) ;
if(status != GL_FRAMEBUFFER_COMPLETE) {
NSLog(@"failed to make complete framebuffer object %x", status);
// this message doesn't appear, thus, framebuffer is complete
}
glViewport(0, 0, 32, 32);
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[] = {
10.0f, 10.0f, 0.0f,
20.0f, 40.0f, 0.0f,
10.0f, 30.0f, 0.0f
};
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &texFrambuffer);
Rendering texture into scene:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLshort texCoord[] = {0, 0, 0, 1, 1, 0, 1, 1};
GLfloat vertices2[] = {0.0, 0.0, 0.0, 31.0f, 31.0f, 0.0f, 31.0f, 31.0f};
glVertexPointer(2, GL_FLOAT, 0, vertices2);
glTexCoordPointer(2, GL_SHORT, 0, texCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_TEXTURE_2D);
Full source code is available at Bitbucket: https://bitbucket.org/amjaliks/gl2/src/66ee4932e212/GL2/GL2View.m
There other content is rendered correctly. Issue is only with this texture – it renders as a white rectangle.
I have studied a lot of example, but still can't figure out what I doing wrong. What is missing?
Update 1: I have noticed, if I set glClearColor()
and call glClear()
while texFrambuffer
is bound, these changes is saved to my texture. Thus, there is something wrong with glDrawArrays()
and/or related things.
Do I need set matrix mode and projection specifically for my texFrambuffer
?
Update 2: I have tried also to use glCopyTexImage2D
to copy content from "main" framebuffer to a texture.
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glViewport(0, 0, 32, 32);
glClearColor(1.0f, 0.75f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[] = {
0.0f, 0.0f, 0.0f,
20.0f, 32.0f, 0.0f,
10.0f, 30.0f, 0.0f
};
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 32, 32, 0);
Full source code available at Bitbucket: https://bitbucket.org/amjaliks/gl2/src/b3339661650e/GL2/GL2View.m
The result is the same. Only filled rectangle. It looks like there is definitely issue with my matrices.
Your problem is with matrices. By default projection matrix is identity. Thus giving (-1,-1)-(+1,+1) coordinates for viewport. Most likely you need orthographic projection to (0,0)-(32,32) square.