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Anders OpenGL ES 2.0: Can a GL_FLOAT texture be assigned to a FBO as aCOLOR annex?
原标题:Android OpenGL ES 2.0 : Can a GL_FLOAT texture be assigned to a FBO as a COLOR attachment?

我想通过冰川再生获得GL_FLOAT texture的价值。

My Android device support OES_texture_float. but, it became an error to attach GL_FLOAT texture.

在开放式GES 2.0 安德列中,加入“GL_FLOAT的案文是不可能的? 或者取决于硬件?

Part of my code is:

Init:

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,texWidth,texHeight,0,GL_RGB,GL_FLOAT,NULL);

FBO 附文:

glBindFramebuffer(GL_FRAMEBUFFER,framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texture,0);
checkGlError("FBO Settings");
// glGetError() return 0x502.
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
// glCheckFramebufferStatus() return 0.

如果任何人有某种见解,那就可加以解释。

问题回答

未延期的LLES2.0不允许这类FBO,但有一些延伸(和一些机动的GPU)支持浮动点缓冲。 参看

n Vidia Tegra 3支持浮动点FBO。

P.S. With Tegra 2 is also possible:





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