Thanks for the long answer.
- OS is Windows 10
- It is running on the local machine
- Drivers: 460.89 Date 15/12/2020
- I don’t know how to check this.
- No virtual machines.
- No networks
- I just added a debug callback and I am getting this error :
[ERROR]: API_ID_REDUNDANT_RBO performance warning has been generated. Redundant state change in glBindRenderbuffer API call, RBO 1, “”, already bound.
Source: API
Type: Performance
Severity: low
this is how I typically create a frame buffer in case something is wrong:
// Create a framebuffer for drawing all scene to a texture
glGenFramebuffers(1, &renderTextureFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, renderTextureFrameBuffer);
// Off-screen texture rendering
// generate texture
glGenTextures(3, texColorBuffers);
for (int i = 0; i < 3; ++i)
{
glBindTexture(GL_TEXTURE_2D, texColorBuffers[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderWidth, renderHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// attach it to currently bound framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texColorBuffers[i], 0);
}
// generate the render buffer as a depth and stencil buffer
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, renderWidth, renderHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// attach the render buffer to the frame buffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
GLuint ScreeTextAttachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, ScreeTextAttachments);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
Log::error(“ERROR::FRAMEBUFFER:: Off screen render Framebuffer is not complete!”);
The OpenGL version printed is:
[INFO]: GL Vendor : Intel
[INFO]: GL Renderer : Intel(R) UHD Graphics 630
[INFO]: GL Version (string) : 4.6.0 - Build 26.20.100.7870
[INFO]: GL Version (integer) : 4.6
[INFO]: GLSL Version : 4.60 - Build 26.20.100.7870
Oops I didn’t notice that it is using the Intel graphics card instead of the NVidia 1650 (I work on a laptop), so I need to fix the errors with the framebuffer and choose the NVidia card.
Thanks You helped me nail down the problem. Any thoughts?