I got wrong texture values from glCopyTexImage2D(). I attached depth texture to FBO, and got its value in rendering pass. I expected a result like below : (x : background, y : correct pixel)
---yyyyyyyyyyyyyyyyyyyy-----
-----------yyyyyyyyyyy------
yyyyyy----------y-----------
yyyyyyyyyy-------y----y-yyyy
yyyyyyyyyyyyyyyyyyyyyy------
but, my result is like this :
---yyyyyyyyyyyyyyyyyyyy-----
-----------yyyyyyyyyyy------
yyyyyy----------y-----------
----------------------------
----------------------------
From the half of the text开发者_StackOverflow社区ure to the end, background pixels are only presented. of course, from the top-left to the half I got a correct result.
a texture creation code is below :
glGenTexture(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_TEXTURE, w, h, 0, GL_DEPTH_TEXTURE, GL_FLOAT, 0);
and in rendering code,
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_TEXTURE, 0, 0, w, h, 0);
Is there any mistake in glCopyTexImage2D? w and h is fixed and I don't know why..
First, I have no idea how what you've posted compiles as there is no such thing as GL_DEPTH_TEXTURE
. There is GL_DEPTH_COMPONENT
however.
Second, you should always use sized depth formats. So instead of GL_DEPTH_COMPONENT
, use GL_DEPTH_COMPONENT24
to get a 24-bit depth buffer. Note that the pixel transfer format (the argument third from the end) should still be GL_DEPTH_COMPONENT
.
Third, you should use glCopyTexSubImage2D
, so that you're not reallocating the texture memory all the time.
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