Ardo,
It's not going to be possible for me to debug your plug-in for you. (Especially since there's no code for me to look at!) I run into these same sorts of issues when debugging texture-related problems all the time. I suggest re-reading everything you have about textures because it's likely that there's some bit of OpenGL state that's not in the right configuration.
Keep in mind that you need to bind your texture with a particular texture target of a particular texture unit. It will likely involve something like:
glActiveTexture (GL_TEXTURE<x>); // <- here x is a number 0 through the number of texture units. I usually use 0 if I only have 1 texture
glEnable (GL_TEXTURE_<target>); // <- here the target is whatever you specified when you created the texture. Probably GL_TEXTURE_RECTANGLE_ARB, possibly GL_TEXTURE_2D.
glBindTexture (GL_TEXTURE_<target>, texID); // The target must match the above, and the texID should be the ID of the texture you created
I didn't write all of that out originally because I assumed you were already doing that, but it sounds like maybe you're missing part of it.
Personally, I find OpenGL to be frustratingly documented, and inevitably there's some random bit of knowledge I learn that "every OpenGL programmer should just know," but that somehow every tutorial and man page I've ever read has left out. This is a really good article on common OpenGL mistakes:
In particular, this section describes pretty well how to set all the things you need to set for a texture to work:
I don't mind answering specific questions, but keep in mind that 1) this isn't the OpenGL programming list, so the OpenGL knowledge here may be particularly narrow, 2) without seeing your code, it will be nearly impossible to say for sure what the problem is, and 3) I have a limited amount of time to answer questions. If you need help beyond what we can give you here, you can always purchase a tech support incident.
Darrin
On Oct 21, 2013, at 10:23 AM, Ardo Avancena <
email@hidden> wrote:
Hi darrin,
When I tried the
glEnable(GL_TEXTURE_RECTANGLE_RBA);
then glActiveTexture(myOutputTexture);
The subsequent drawings wont get loaded anymore, unless I take the enabled out (I think its because the current texture motion has is already gl_texture_rectangle_rba, just a speculation).
So I commented the enabled out and got only the glActiveTexture which provided my with the drawings on the motion's fbo without the one from my FBO.
I then tried changing the texture from gl_texture_rectangle_rba to gl_texture_2d, which made me uncomment the glEnable, but changed it to GL_TEXTURE_2D, followed by the glActivateTexture. Which provided me with a weird output, it only gave me a hint of what I have in the memory. here is the screenshot of what I managed to get.
http://smg.photobucket.com/user/ardo/media/ScreenShot2013-10-21at101938AM.png.html