I met some problem about using gl_luminance to define FBO. Here is the code i used,
generateRenderToTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, _maskTexture, _imageWidth, _imageHeight, false);
related code is as follows,
TextureBuffer _maskTexture;
class TextureBuffer {
public:
GLuint texture;
GLuint frameBuffer;
GLenum internalformat;
GLenum format;
GLenum type;
int w,h;
TextureBuffer() : texture(0), frameBuffer(0) {}
void release()
{
if(texture)
{
glDeleteTextures(1, &texture);
texture = 0;
}
if(frameBuffer)
{
glDeleteFramebuffers(1, &frameBuffer);
frameBuffer = 0;
}
}
};
void generateRenderToTexture(GLint internalformat, GLenum format, GLenum type,
TextureBuffer &tb, int w, int h, bool linearInterp)
{
glGenTextures(1, &tb.texture);
glBindTexture(GL_TEXTURE_2D, tb.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linearInterp ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linearInterp ? GL_LINEAR : GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, NULL);
glGenFramebuffers(1, &tb.frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, tb.frameBuffer);
glClear(_glClearBits);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tb.texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
printf("Framebuffer status: %x", (int)status);
tb.internalformat = internalformat;
tb.format = format;
tb.type = type;
tb.w = w;
tb.h = h;
}
The question is when I use,
generateRenderToTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, _maskTexture, _imageWidth, _imageHeight, false);
The code went well. But if use gl_luminance instead,
generateRenderToTexture(GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, _maskTexture, _imageWidthOriginal,
I don't know why i could not use GL_LUMINANCE to define the FBO. Anyone have some useful suggestions to solve this?
GL_LUMINANCE
is not a color-renderable format. Yes it is deprecated in GL 3, but unless you have a core profile that will not matter. You can still do pixel transfer with this format (e.g.glReadPixels (...)
) and use it for internal texture storage, but what you cannot do even in a compatibility profile is use it as an FBO attachment. – Andon M. ColemanGL_LUMINANCE
used to. So unless you use a shader, and a format likeGL_R8
, you are out of luck. – Andon M. Coleman