glFramebufferRenderbuffer — attach a renderbuffer object to a framebuffer object
void glFramebufferRenderbuffer( | GLenum target, |
| GLenum attachment, | |
| GLenum renderbuffertarget, | |
GLuint renderbuffer); |
targetSpecifies the framebuffer target. The symbolic constant must be
GL_FRAMEBUFFER.
attachmentSpecifies the attachment point to which
renderbuffer should be attached. Must be one of the
following symbolic constants:
GL_COLOR_ATTACHMENT0,
GL_DEPTH_ATTACHMENT, or
GL_STENCIL_ATTACHMENT.
renderbuffertargetSpecifies the renderbuffer target. The symbolic constant must be
GL_RENDERBUFFER.
renderbufferSpecifies the renderbuffer object that is to be attached.
glFramebufferRenderbuffer attaches the
renderbuffer specified by renderbuffer as
one of the logical buffers of the currently bound framebuffer object.
attachment specifies whether the renderbuffer
should be attached to the framebuffer object's color, depth, or
stencil buffer. A renderbuffer may not be attached to the default
framebuffer object name 0.
If renderbuffer is not 0, the value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE for the
specified attachment point is set to GL_RENDERBUFFER
and the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
is set to renderbuffer.
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL and
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE are
set to the default values 0 and GL_TEXTURE_CUBE_MAP_POSITIVE_X,
respectively. Any previous attachment to the attachment
logical buffer of the currently bound framebuffer object is broken.
If renderbuffer is 0, the current image, if any, attached to
the attachment logical buffer of the currently bound
framebuffer object is detached. The value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is set to
GL_NONE. The value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is set to 0.
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL and
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE are
set to the default values 0 and GL_TEXTURE_CUBE_MAP_POSITIVE_X,
respectively.
If a renderbuffer object is deleted while its image is attached to the currently
bound framebuffer, then it is as if glFramebufferRenderbuffer
had been called with a renderbuffer of 0 for the attachment
point to which this image was attached in the currently bound framebuffer object.
In other words, the renderbuffer image is detached from the currently bound
framebuffer. Note that the renderbuffer image is specifically not
detached from any non-bound framebuffers. Detaching the image from any non-bound
framebuffers is the responsibility of the application.
GL_INVALID_ENUM is generated if
target is not GL_FRAMEBUFFER.
GL_INVALID_ENUM is generated if
renderbuffertarget is not GL_RENDERBUFFER and
renderbuffer is not 0.
GL_INVALID_ENUM is generated if
attachment is not an accepted attachment point.
GL_INVALID_OPERATION is generated if
the default framebuffer object name 0 is bound.
GL_INVALID_OPERATION is generated if
renderbuffer is neither 0 nor the name of an existing
renderbuffer object.
// fbo_width and fbo_height are the desired width and height of the FBO. // For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension // is present, fbo_width and fbo_height can be values other than 2^n for // some integer n. // Build the texture that will serve as the color attachment for the framebuffer. GLuint color_renderbuffer; glGenRenderbuffers(1, &color_renderbuffer); glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)color_renderbuffer ); glRenderbufferStorage( GL_RENDERBUFFER, GL_RGBA8, fbo_width, fbo_height ); glBindRenderbuffer( GL_RENDERBUFFER, 0 ); // Build the texture that will serve as the depth attachment for the framebuffer. GLuint depth_renderbuffer; glGenRenderbuffers(1, &depth_renderbuffer); glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)depth_renderbuffer ); glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fbo_width, fbo_height ); glBindRenderbuffer( GL_RENDERBUFFER, 0 ); // Build the framebuffer. GLuint framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_renderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_renderbuffer); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) // Error glBindFramebuffer(GL_FRAMEBUFFER, 0);
Songho - OpenGL Frame Buffer Object (FBO)
open.gl - Framebuffers
opengl-tutorial.org - Tutorial 14 : Render To Texture
glBindFramebuffer, glBindRenderbuffer, glCheckFramebufferStatus, glDeleteFramebuffers, glDeleteRenderbuffers, glFramebufferTexture2D, glGetFramebufferAttachmentParameteriv, glRenderbufferStorage
Copyright © 2008 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.