Hi
i have FBO with GL_COLOR_ATTACHMENT0_EXT and GL_COLOR_ATTACHMENT1_EXT binded
both GL_COLOR_ATTACHMENT0_EXT and GL_COLOR_ATTACHMENT1_EXT
are multisampled renderbuffers (glRenderbufferStorageMultisampleEXT … etc.)
now i render to this FBO
and unbind it
then i have another fbo with with GL_COLOR_ATTACHMENT0_EXT and GL_COLOR_ATTACHMENT1_EXT binded (this time those two are textures
with format and dimensions identical to renderbuffers of previous FBO)
now i want to resolve my MSAA renderbuffers to those textures
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, MSAA_FBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, TEXTURES_FBO);
glBlitFramebufferEXT( 0, 0, texWidth, texHeight, 0, 0, texWidth, texHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
but what a crap !
both textures binded to TEXTURES_FBO now have context of the FIRST renderbuffer
what is wrong ?
my first texture should have context from the GL_COLOR_ATTACHMENT0_EXT of MSAA_FBO and the second one from GL_COLOR_ATTACHMENT1_EXT.
is there any way to do this ‘at once’ ?
or i must bind each renderbuffer to the fbo, then texture to the fbo and do it one by one ?