Fix FBO completeness bug in shadowtex.

This commit is contained in:
Ian Romanick 2007-04-21 10:47:54 -07:00
parent 4e0a64675c
commit ad3cc95485
1 changed files with 15 additions and 2 deletions

View File

@ -296,14 +296,27 @@ RenderShadowMap(void)
0, 1, 0); /* up */
if (UseFBO) {
GLenum fbo_status;
glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
ShadowTexWidth, ShadowTexHeight, 0,
depthFormat, depthType, NULL);
/* Set the filter mode so that the texture is texture-complete.
* Otherwise it will cause the framebuffer to fail the framebuffer
* completeness test.
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
== GL_FRAMEBUFFER_COMPLETE_EXT);
fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
}
}
assert(!glIsEnabled(GL_TEXTURE_1D));