Name
glFramebufferRenderbuffer — attach a renderbuffer as a logical buffer to the currently bound framebuffer object
C Specification
GLsync glFramebufferRenderbuffer( | GLenum | target, |
GLenum | attachment, | |
GLenum | renderbuffertarget, | |
GLuint | renderbuffer) ; |
Parameters
target
- Specifies the framebuffer target.
target
must beGL_DRAW_FRAMEBUFFER
,GL_READ_FRAMEBUFFER
, orGL_FRAMEBUFFER
.GL_FRAMEBUFFER
is equivalent toGL_DRAW_FRAMEBUFFER
. attachment
- Specifies the attachment point of the framebuffer.
renderbuffertarget
- Specifies the renderbuffer target and must be
GL_RENDERBUFFER
. renderbuffer
- Specifies the name of an existing renderbuffer object of type
renderbuffertarget
to attach.
Description
glFramebufferRenderbuffer
attaches a renderbuffer as one of the logical buffers of the currently bound framebuffer object. renderbuffer
is the name of the renderbuffer object to attach and must be either zero, or the name of an existing renderbuffer object of type renderbuffertarget
. If renderbuffer
is not zero and if glFramebufferRenderbuffer
is successful, then the renderbuffer name renderbuffer
will be used as the logical buffer identified by attachment
of the framebuffer currently bound to target
.The value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
for the specified attachment point is set to GL_RENDERBUFFER
and the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
is set torenderbuffer
. All other state values of the attachment point specified by attachment
are set to their default values. No change is made to the state of the renderbuuffer object and any previous attachment to theattachment
logical buffer of the framebuffer target
is broken.Calling
glFramebufferRenderbuffer
with the renderbuffer name zero will detach the image, if any, identified by attachment
, in the framebuffer currently bound to target
. All state values of the attachment point specified by attachment in the object bound to target are set to their default values.Setting
attachment
to the value GL_DEPTH_STENCIL_ATTACHMENT
is a special case causing both the depth and stencil attachments of the framebuffer object to be set to renderbuffer
, which should have the base internal format GL_DEPTH_STENCIL
.Errors
GL_INVALID_ENUM
is generated if target
is not one of the accepted tokens.GL_INVALID_ENUM
is generated if renderbuffertarget
is not GL_RENDERBUFFER
.GL_INVALID_OPERATION
is generated if zero is bound to target
.See Also
glGenFramebuffers, glBindFramebuffer, glGenRenderbuffers, glFramebufferTexture, glFramebufferTexture1D, glFramebufferTexture2D, glFramebufferTexture3DCopyright
Copyright © 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.Example of glFramebufferRenderbuffer
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
fprintf(stdout, "FBO Draw Buffers Demo\n\n");
// Make sure required functionality is available: cube maps, auto mip gen, etc.
if (!GLEE_VERSION_1_4)
{
fprintf(stderr, "OpenGL 1.4 is not available!\n");
Sleep(2000);
exit(0);
}
if (GLEE_ARB_texture_non_power_of_two)
{
npotTexturesAvailable = GL_TRUE;
}
else
{
fprintf(stderr, "GL_ARB_texture_non_power_of_two extension is not available!\n");
fprintf(stderr, "Framebuffer effects will be lower resolution (lower quality).\n\n");
}
if (!GLEE_EXT_framebuffer_object)
{
fprintf(stderr, "GL_EXT_framebuffer_object extension is unavailable!\n");
Sleep(2000);
exit(0);
}
// we'll use up to 4 render targets if they're available
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTexUnits);
maxDrawBuffers = (maxDrawBuffers > maxColorAttachments) ? maxColorAttachments : maxDrawBuffers;
maxDrawBuffers = (maxDrawBuffers > (maxTexUnits-1)) ? (maxTexUnits-1) : maxDrawBuffers;
maxDrawBuffers = (maxDrawBuffers > 4) ? 4 : maxDrawBuffers;
if (((!GLEE_ARB_draw_buffers || !GLEE_ARB_fragment_shader || !GLEE_ARB_shader_objects)
&& !GLEE_VERSION_2_0) || (maxDrawBuffers != 4))
{
fprintf(stderr, "Support for at least 4 draw buffers is unavailable!\n");
Sleep(2000);
exit(0);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &maxRenderbufferSize);
maxTexSize = (maxRenderbufferSize > maxTexSize) ? maxTexSize : maxRenderbufferSize;
fprintf(stdout, "Controls:\n");
fprintf(stdout, "\tRight-click for menu\n\n");
fprintf(stdout, "\tx/X\t\tMove +/- in x direction\n");
fprintf(stdout, "\ty/Y\t\tMove +/- in y direction\n");
fprintf(stdout, "\tz/Z\t\tMove +/- in z direction\n\n");
fprintf(stdout, "\td/D\t\tToggle use of draw buffers\n\n");
fprintf(stdout, "\tq\t\tExit demo\n\n");
// Black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
// Hidden surface removal
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Set up some lighting state that never changes
glShadeModel(GL_SMOOTH);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glMaterialfv(GL_FRONT, GL_SPECULAR, specularLight);
glMateriali(GL_FRONT, GL_SHININESS, 128);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHT0);
// Set up textures & shaders
SetupTextures();
SetupShaders();
// Set up some renderbuffer state
glGenRenderbuffersEXT(1, &renderbufferID);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbufferID);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT32, fboWidth, fboHeight);
glGenFramebuffersEXT(2, framebufferID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderbufferID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]);
for (int i = 0; i < maxDrawBuffers; i++)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, renderTextureID[i+1], 0);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}