Is there any update for below two issues?
http://forum.imgtec.com/discussion/2031
http://forum.imgtec.com/discussion/1666
I have similar issues for implementing off-screen rendering (render to texture).
When I tested on SGX540 gpu phone which are Samsung Galaxy S, Nexus S and etc, only for SGX540 gpu phone encountered similar problem.
Other phones like Samsung Galaxy S2(Mali-400) or HTC Desire(Adreno200) works fine.
In detail, textures are only rendered some part of whole region or nothing has been captured.
- My sample source is like:
//Normally initialize FBO
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
glBindRenderbuffer(GL_RENDERBUFFER, _rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, texture->getWidth(), texture->getHeight());
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _rb);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
//renderToTexture
renderToTexture()
//finalize the FBO
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
I didn't delete renderbuffer after that code. I delete all buffers when application has terminated. but It doesn't change the result.
* One thing I found strange thing is, texture is rendered fine when I add some code like below:
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
glCheckFramebufferStatus(GL_FRAMEBUFFER);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Is this code affect some graphics rendering flow on SGX540?
It seems renderBuffer with depth attachment may affected, but I'm not sure.
Please let me know if there are any updates for similar issues or solutions.
Thank you.