Re: FBOs and Shaders
Posted by
bgroenks96 on
Feb 14, 2014; 4:37am
URL: https://forum.jogamp.org/FBOs-and-Shaders-tp4031557p4031581.html
Sven Gothel wrote
Simply by binding the FBO, i.e. FBObject.bind(GL gl):
if(samples > 0 && fullFBOSupport) {
// draw to multisampling - read from samplesSink
gl.glBindFramebuffer(GL2ES3.GL_DRAW_FRAMEBUFFER, getWriteFramebuffer());
gl.glBindFramebuffer(GL2ES3.GL_READ_FRAMEBUFFER, getReadFramebuffer());
} else {
// one for all
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, getWriteFramebuffer());
}
I have the FBO bound, and I do syncSamplingSink before drawing to screen. It works if I draw via FFP, but when I draw using the shaders, the window remains black. Do I need to set a particular sampler in the frag shader or something?