Hello, I’ve been using an FBO writing to texture array layers successfully for a while, but as soon as I made a minor change, it broke, and I’m wondering about the source of the problem ( which most probably lie elsewhere).
I’m not sure if the process is completely right / in order. It’s the following :
- bind fbo, set draw buffer as color attachment0
- begin the appropriate shader, bind any textures / cubemaps needed
- start a loop where :
—> bind the i-th textures / cubemaps for the shader
—> Attach the i-th layer of the texture array
—> set glGenerateMipmaps for texture_array_2d
—> render some stuff
- disable fbo
- restore drawbuffer
The change was in the loop count.
Now I get a framebuffer unsupported in the 2nd iteration of the loop. Do you find anything weird / wrong in the above flow?
EDIT : I sometimes get a framebuffer_unsupported error, & sometimes I get a framebuffer_incomplete error