textureId,0);// Check that the framebuffer is in a good state.finalintstatus = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);if(status != GLES20.GL_FRAMEBUFFER_COMPLETE) {thrownewIllegalStateException("Framebuffer not complete, status: "+ status); ...
满足了条件,将附件塞给帧缓冲后,可以以GL_FRAMEBUFFER为参数调用glCheckFramebufferStatus函数,检查帧缓冲是否完整。它将会检测当前绑定的帧缓冲,并返回规范中这些值的其中之一。如果它返回的是GL_FRAMEBUFFER_COMPLETE,帧缓冲就是完整的了。 if(glCheckFramebufferStatus(GL_FRAMEBUFFER)==GL_FRAMEBUFFER_COMPLETE)//...
Use 'Javax.Microedition.Khronos.Opengles.IGL11ExtensionPack.GlFramebufferCompleteOes'. This class will be removed in a future release. C# 複製 [Android.Runtime.Register("GL_FRAMEBUFFER_COMPLETE_OES")] [System.Obsolete("Use 'Javax.Microedition.Khronos.Opengles.IGL11ExtensionPack.GlF...
[Android.Runtime.Register("GL_FRAMEBUFFER_COMPLETE")] public const int GlFramebufferComplete = 36053; Field Value Value = 36053 Int32 Attributes RegisterAttribute Remarks Portions of this page are modifications based on work created and shared by the Android Open Source Project and used accord...
[TOC] 1. 概述 事物是普遍联系的。为了达到更加真实的渲染效果,很多时候需要利用被渲染物体在其他状态下的中间渲染结果,处理到最终显示的渲染场景中。这种中间渲染结果,就保存在帧缓冲区对象(framebuffer object,简称FBO)中,用来替代颜色缓冲区或深度缓存区。由于其
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL GLenum 是 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE GLenum 是 COLOR_ATTACHMENT0 GLenum 是 DEPTH_ATTACHMENT GLenum 是 STENCIL_ATTACHMENT GLenum 是 DEPTH_STENCIL_ATTACHMENT GLenum 是 NONE GLenum 是 FRAMEBUFFER_COMPLETE GLenum 是 FRAMEBUFFER_INCOMPLETE_ATTACHMENT GLenu...
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture,0);// 检查配置是否正确vare = gl.checkFramebufferStatus(gl.FRAMEBUFFER);if(gl.FRAMEBUFFER_COMPLETE!== e) {console.log("Frame buffer object is incomplete: "+ e.toString());return; ...
cout << "ERROR::FRAMEBUFFER:: Intermediate framebuffer is not complete!" << endl; glBindFramebuffer(GL_FRAMEBUFFER, 0); 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. ...
if (gl.FRAMEBUFFER_COMPLETE !== e) { console.log('Frame buffer object is incomplete: ' + e.toString()); return; } gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); ...
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) // Error glBindFramebuffer(GL_FRAMEBUFFER, 0); ...