# Incomplete FBO after attaching stencil

**URL:** <https://forums.imgtec.com/t/incomplete-fbo-after-attaching-stencil/1130>\
**Category:** PowerVR Insider\
**Created:** [July 13, 2011, 6:41pm UTC](https://forums.imgtec.com/t/incomplete-fbo-after-attaching-stencil/1130 "2011-07-13T18:41:55Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![hayohayo](https://avatars.discourse-cdn.com/v4/letter/h/9fc29f/32.png) [@hayohayo](https://forums.imgtec.com/u/hayohayo)\
**Post date:** [July 13, 2011, 6:41pm UTC](https://forums.imgtec.com/t/incomplete-fbo-after-attaching-stencil/1130/1 "2011-07-13T18:41:55Z")

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I haven’t fully investigated what’s wrong, but has anybody experienced an issue when attaching color (texture) and depth to framebuffer is Ok, but attaching stencil after that makes glCheckFrameBufferStatus() return that FBO is incomplete? And for stencil I do the same thing as for depth:  
  
  
1. glGenRenderbuffers()  
  
  
2. glBindRenderbuffer()  
  
  
3. glRenderbufferStorage() with internalformat=GL\_STENCIL\_INDEX8  
  
  
4. glFramebufferRenderbuffer(), attachment=GL\_STENCIL\_ATTACHMENT  
  
  
  
  
  
All calls are successful, for glGetError() returns 0. Changing dimension of stencil buffer to, say, (width + 1, height) doesn’t change return value of glCheckFramebufferStatus() to GL\_FRAMEBUFFER\_INCOMPLETE\_DIMENSIONS.  
  
  
  
  
  
Also I tried ignoring the status, but then some glGetProgramiv() call fails, and my app closes.  
  
  
  
  
  
I’m using OpenGL ES 2.0 2.08.28.0634 SDK on win32 platform.  
  
  
  
  
  
Thank you
