I'm having trouble with rendering depth texture using frame buffer in opengl and I can not find the problem by myself.
Here are the setup:
//initialize color texture
glGenTextures(1, &color_buffer);
glBindTexture(GL_TEXTURE_2D, color_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
//initialize depth texture
glGenTextures(1, &depth_buffer);
glBindTexture(GL_TEXTURE_2D, depth_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//bind both textures to a frame buffer
glGenFramebuffers(1, &frame_buffer);
glBindFramebuffer(GL_FRAMEBUFFER, frame_buffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_buffer, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_buffer, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
After rendering the scene to the framebuffer, I used the following codes to render the texture. When the color_buffer is used, the scene is correctly drawn. But when I use depth_buffer, the screen is all white. I'm not sure what is wrong in here. My fragment shader just use gl_FragColor = texture2D(texture_ID,texture_coord); to render. What is wrong with my codes? How can I render a depth texture?
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ***color_buffer***);
glUseProgramObjectARB( program );
glUniform1i(glGetUniformLocation(program,"img"),0);
//codes that attach the texture to a quad
glUseProgramObjectARB
; that's an extension function. – Nicol Bolas