Watch your texture bindings when using FBO attachments
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Snaking.
I finally tracked down why the second "shadow" demo had regressed for OpenGLContext on AMD cards. Turns out that the order in which you bind/unbind textures and Frame Buffer Objects is very important. If you have a texture bound as the current TEXTURE_2D at the same time as it is attached to an FBO attachment the results are undefined, where undefined means you get nasty moire-like patterns in your shadows. Annoying this is that it's not enough to just disable TEXTURE_2D, you actually have to unbind the texture before you do the FBO bind.
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