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  FBOs not working in JOGL2  (Read 1806 times)
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Offline kitfox

Junior Devvie

Java games rock!

« Posted 2011-06-29 20:09:56 »

I'm porting an application from JOGL 1.1.1 to JSR 231.  I'm getting a strange error when I attempt to create an FBO:
        GL2 gl = drawable.getGL().getGL2();
        IntBuffer ibuf = BufferUtil.allocateInt(1);
        gl.glGenBuffers(1, ibuf);
        bufferId = ibuf.get(0);

        gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, framebuffer);

This causes a GL_INVALID_OPERATON.  According to the GL spec, glBindFramebuffer shouldn't even throw this exception.  I am using a DebugGL2 to look for errors the same way I used a DebugGL in JOGL 1.1.1.

Exception in thread "AWT-EventQueue-0" Thread[AWT-EventQueue-0,6,main] glGetError() returned the following error codes after a call to glBindFramebuffer(<int> 0x8D40, <int> 0x1): GL_INVALID_OPERATION ( 1282 0x502), 
        at com.kitfox.coyote.renderer.jogl.GLWrapperJOGL.glBindFramebuffer(
        at com.kitfox.coyote.renderer.CyFramebuffer.init(

Any idea what I'm doing wrong?
Offline lhkbob

JGO Knight

Medals: 32

« Reply #1 - Posted 2011-06-29 20:24:43 »

From the OpenGL docs:
GL_INVALID_OPERATION is generated if framebuffer is not zero or the name of a framebuffer previously returned from a call to glGenFramebuffers.

I can't see where you're assigning a value to 'framebuffer', but it should have come from a call to glGenFramebuffers() with code very similar to how you're getting the VBO id, 'bufferId'.  And just in case, glGenBuffers() is for vertex buffer objects and does not create an FBO id (but I'm pretty sure you already know that).

Offline kitfox

Junior Devvie

Java games rock!

« Reply #2 - Posted 2011-06-29 21:06:09 »

Ah.  Silly mistake on my part. Smiley  Yes, I was generating Buffers instead of Framebuffers.
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