How to use GL_OES_packed_depth_stencil in FBO in ES 1.1?

I’m writing an Android app that is using a proprietary rendering engine written for OpenGL ES 1.1. The engine makes heavy use of the stencil buffer. We have tested our code on various devices using the nvidia Tegra 2 chipset and everything works wonderful. However, we came across a device which uses the Adreno 220 which doesn’t support a standalone stencil buffer. It does support a packed buffer combining the 24 bit depth buffer with an 8 bit stencil buffer in one construct. How can I create a valid FBO using OpenGL ES 1.1 with the needed extention? I can’t get the example from here to work, because javax.microedition.khronos.opengles.GL11ExtensionPack does not include GL_DEPTH_STENCIL_OES.

Here is the code that is working for hardware with standalone stencil buffer support:

   private int createFrameBuffer(GL10 gl, int width, int height, int targetTextureId) {
	  GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
      int framebuffer;
      int[] framebuffers = new int[1];
      gl11ep.glGenFramebuffersOES(1, framebuffers, 0);
      framebuffer = framebuffers[0];
      gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, framebuffer);

      int stencilBuffer;
      int[] renderbuffers = new int[1];
      gl11ep.glGenRenderbuffersOES(1, renderbuffers, 0);
      stencilBuffer = renderbuffers[0];

      gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, stencilBuffer);
      if(mContextSupportsStencilBuffer) {
        gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_STENCIL_INDEX8_OES, width, height);
        gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_STENCIL_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, stencilBuffer);    	  
      else {
        gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, width, height);
        gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, stencilBuffer);
      gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES,GL10.GL_TEXTURE_2D, targetTextureId, 0);
      int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
      if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) {
         throw new RuntimeException("Framebuffer is not complete: " + Integer.toHexString(status));
      gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
      return framebuffer;

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