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Re: FBO+GLSL write to texture with less than 4 components



Thanks - no, I wasn't checking glError.

So, I'm forced to write the output to an ARGB FBO - can't I then just copy the contents of the framebuffer to a texture with fewer components (using glCopyTexSubImage2D), or is this behavior also not defined in OpenGL?
The reason I really want to have the information on a 1 (or 2) component texture is I will be reading it back to the CPU, so avoiding the 3 (or 2) extra components will make the readback a lot faster.


Mark

On 29.11.2007, at 05:34, Kent Miller wrote:

Non-RGB FBOs are specifically left out of the FBO extension. I would be surprised if you aren't getting glError() set - are you checking it?

http://opengl.org/registry/specs/EXT/framebuffer_object.txt


Kent


On Nov 28, 2007, at 8:08 PM, Mark wrote:

Hi list,
I've been trying to write the output of a fragment shader to LUMINANCE texture, but all I get then is a completely black texture.


Question: do FBOs support writing directly to a texture with fewer than 4 components - how?
If not, is there any workaround?


Thanks
Mark
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References: 
 >FBO+GLSL write to texture with less than 4 components (From: Mark <email@hidden>)
 >Re: FBO+GLSL write to texture with less than 4 components (From: Kent Miller <email@hidden>)



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