我正在尝试使用 opengl 纹理数组来存储大量阴影贴图。不幸的是,我总是在检查帧缓冲区时收到“不完整的附件”错误。我尝试像在 nvidia 的级联阴影映射示例中一样设置我的纹理数组(请参阅 NVIDIA 的级联阴影映射示例)。
所以这里有一些代码:
创建纹理:
glGenTextures(1, &shadowMapArray_);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapArray_);
//maxArrayDepth_ = GL_MAX_ARRAY_TEXTURE_LAYERS
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT, size_, size_, maxArrayDepth_, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
Run Code Online (Sandbox Code Playgroud)创建 FBO:
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glDrawBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Run Code Online (Sandbox Code Playgroud)将阴影贴图绘制到图层中:
glUseProgram(programID_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, shadowMapArray_, 0, currArraySize_);
GLView::checkGLFramebuffer("ShadowMapGenerator::createShadowMap()"); //here i get the incomplete attachment
[...]
currArraySize_++;
Run Code Online (Sandbox Code Playgroud)系统规格:
带有 Nvidia 驱动程序 304.60 和 GTX 560 Ti …