>> // Check for errors after binding it
>> GLenum status = glCheckFramebufferStatusExt( GL_FRAMEBUFFER_EXT );
>> Here I get: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT
>That implies that one of the attachments (colour or depth) isn't
>"framebuffer attachment complete". My guess would be the colour
>attachment, as you don't give any details about the nature of the texture;
>there doesn't appear to be anything wrong with the depth attachment.
The colour buffer gets done like this:
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGenTextures(1, pTextureID);
glBindTexture(GL_TEXTURE_2D, *pTextureID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.m_sizex, tex.m_sizey, 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex.m_txdata);
Anything wrong here? Anything I should check for errors here?