Hello all:
we see the release notes mentioned on visionSDK 3.08
Basic SGX/OpenGL support - SGX link on A15 can be used to render/texture the video frames Support GPU off-screen rendering using EGL PixMap and IPU allocated buffers
is any connection with frame buffer as following code, do it mean that without above feature we can not use FBO?
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// bind renderbuffer and create a 16-bit depth buffer
// width and height of renderbuffer = width and height of
// the texture
glBindRenderbuffer(GL_RENDERBUFFER, m_stage_depth_render_buffer[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
// bind the framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_stage_fbo[i]);
// specify texture as color attachment
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_stage_texture[i], 0);
// specify depth_renderbufer as depth attachment
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_stage_depth_render_buffer[i]);
// check for framebuffer complete
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)