When I create fbo, use the glBindTexture, which enum to use?GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES?
If I use the GL_TEXTURE_2D, create fbo will success, but when run the application, will report PVR errors:(1002) PVR:(Error): IsTextureConsistent: IMGEGLImage is not consistent [ :0 ];
if I use the GL_TEXTURE_EXTERNAL_OES, create fbo will fail, glGetError() return the GL_INVALID_ENUM;
How can i do?
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glGenTextures(1, &_uiColorBuffer1);
glBindTexture(GL_TEXTURE_2D, _uiColorBuffer1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, /*SingleViewParamter::_width*/458, SingleViewParamter::_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _uiColorBuffer1, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("[hcl] -- glCheckFramebufferStatus colorbuffer 1 error!\n");
}
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glGenTextures(1, &_uiColorBuffer1);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, _uiColorBuffer1);
glTexImage2D(GL_TEXTURE_EXTERNAL_OES, 0, GL_RGB, /*SingleViewParamter::_width*/458, SingleViewParamter::_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_EXTERNAL_OES, _uiColorBuffer1, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
printf("[hcl] -- glCheckFramebufferStatus colorbuffer 1 error!\n");
}