I'm trying to put the stencil buffer into a texture for use in a deferred renderer.
I'm getting other Color and Depth Attachments with glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[color1], 0);
and the result is correct.
However when I try to attach my stencil buffer to a texture with
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT ,GL_TEXTURE_2D, textures[stencil], 0);
I get a garbled result, as if the FBO isn't clearing its buffers.
I don't know what the problem is. My suspicion is that it is an issue with setting up the stencil texture ...
//Stencil Texture Initialization
glBindTexture(GL_TEXTURE_2D, textures[stencil]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D( GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, 512, 512, 0, GL_STENCIL_INDEX, GL_BYTE, 0);
I don't get any error codes in my setup so I am at a loss of what the issue is.
EDIT: Maybe I'm not doing this correctly. If anyone knows how to write the stencil buffer to a texture, I don't really care if I write different cod. I just need a method that works.
Never use this. If you need stencil bits, always use a packed depth/stencil image, like
GL_DEPTH24_STENCIL8
. You should attach this to theGL_DEPTH_STENCIL_ATTACHMENT
point.