I'm trying to use a framebuffer to render to a cubemap, but I'm getting an "FRAMEBUFFER_INCOMPLETE_ATTACHMENT" error. I can used the code with a 2d texture, with the type set to FLOAT or UNSIGNED_BYTE. Is there some mistake in the way I've set-up the texture cube parameters or attached in it in this code:
我正在尝试使用帧缓冲区渲染到立方体贴图,但是我收到了“FRAMEBUFFER_INCOMPLETE_ATTACHMENT”错误。我可以使用带有2d纹理的代码,类型设置为FLOAT或UNSIGNED_BYTE。我在这段代码中设置纹理立方体参数或附加在其中的方式有一些错误:
this.inscatterTexture_ = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.inscatterTexture_);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
for (let i = 0; i < 6; i++) {
// Create framebuffer
this.inscatterFrameBuffers_[i] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.inscatterFrameBuffers_[i]);
// Create and attach depth buffer
this.inscatterDepthBuffers_[i] = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// Attach one face of cube map
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION, 0, gl.RGBA, gl.FLOAT, null);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, this.inscatterTexture_, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
let status_code = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
console.log("Inscatter frame buffer, " + i + ", is not complete: " + FramebufferStatus[status_code]);
}
this.CreateInscatterTexture(gl, i);
}
1 个解决方案
#1
2
Apparently you need to create all faces of the cubemap first.
显然,您需要先创建立方体贴图的所有面。
"use strict";
function log() {
var pre = document.createElement("pre");
pre.appendChild(document.createTextNode(Array.prototype.join.call(arguments, " ")));
document.body.appendChild(pre);
}
function glEnumToString(gl, value) {
for(var key in gl) {
if (gl[key] === value) {
return key;
}
}
return "0x" + value.toString(16);
}
var INSCATTER_RESOLUTION = 64;
var gl = document.createElement("canvas").getContext("webgl");
var ext = gl.getExtension("OES_texture_float");
if (!ext) { log("need OES_texture_float"); }
ext = gl.getExtension("OES_texture_float_linear");
if (!ext) { log("need OES_texture_float_linear"); }
var o = {};
(function() {
this.inscatterFrameBuffers_ = [];
this.inscatterDepthBuffers_ = [];
this.inscatterTexture_ = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.inscatterTexture_);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
for (let i = 0; i < 6; i++) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION, 0, gl.RGBA, gl.FLOAT, null);
}
for (let i = 0; i < 6; i++) {
// Create framebuffer
this.inscatterFrameBuffers_[i] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.inscatterFrameBuffers_[i]);
// Create and attach depth buffer
this.inscatterDepthBuffers_[i] = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// Attach one face of cube map
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, this.inscatterTexture_, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
let status_code = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
log("Inscatter frame buffer, " + i + ", is not complete: " + glEnumToString(gl, status_code));
} else {
log("success");
}
}
}).call(o);
This kinds of seems like a driver bug. I know that at least in the past Nvidia required a texture to be renderable before it would give FRAMEBUFFER_COMPLETE
even though you might not yet be using the texture for rendering. For example if you make a texture with no mips and don't set its filtering it would fail.
这种似乎是一个驱动程序错误。我知道至少在过去Nvidia要求渲染纹理才能渲染FRAMEBUFFER_COMPLETE,即使你可能还没有使用纹理进行渲染。例如,如果你创建一个没有mips的纹理并且没有设置它的过滤它就会失败。
#1
2
Apparently you need to create all faces of the cubemap first.
显然,您需要先创建立方体贴图的所有面。
"use strict";
function log() {
var pre = document.createElement("pre");
pre.appendChild(document.createTextNode(Array.prototype.join.call(arguments, " ")));
document.body.appendChild(pre);
}
function glEnumToString(gl, value) {
for(var key in gl) {
if (gl[key] === value) {
return key;
}
}
return "0x" + value.toString(16);
}
var INSCATTER_RESOLUTION = 64;
var gl = document.createElement("canvas").getContext("webgl");
var ext = gl.getExtension("OES_texture_float");
if (!ext) { log("need OES_texture_float"); }
ext = gl.getExtension("OES_texture_float_linear");
if (!ext) { log("need OES_texture_float_linear"); }
var o = {};
(function() {
this.inscatterFrameBuffers_ = [];
this.inscatterDepthBuffers_ = [];
this.inscatterTexture_ = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.inscatterTexture_);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
for (let i = 0; i < 6; i++) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION, 0, gl.RGBA, gl.FLOAT, null);
}
for (let i = 0; i < 6; i++) {
// Create framebuffer
this.inscatterFrameBuffers_[i] = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, this.inscatterFrameBuffers_[i]);
// Create and attach depth buffer
this.inscatterDepthBuffers_[i] = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, INSCATTER_RESOLUTION, INSCATTER_RESOLUTION);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.inscatterDepthBuffers_[i]);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
// Attach one face of cube map
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, this.inscatterTexture_, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
let status_code = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
log("Inscatter frame buffer, " + i + ", is not complete: " + glEnumToString(gl, status_code));
} else {
log("success");
}
}
}).call(o);
This kinds of seems like a driver bug. I know that at least in the past Nvidia required a texture to be renderable before it would give FRAMEBUFFER_COMPLETE
even though you might not yet be using the texture for rendering. For example if you make a texture with no mips and don't set its filtering it would fail.
这种似乎是一个驱动程序错误。我知道至少在过去Nvidia要求渲染纹理才能渲染FRAMEBUFFER_COMPLETE,即使你可能还没有使用纹理进行渲染。例如,如果你创建一个没有mips的纹理并且没有设置它的过滤它就会失败。