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Am 2013-01-26 22:32, schrieb Matteo Bruni:
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
Do you really have to re-attach it to the FBO? Or does glBindTexture(GL_TEXTURE_2D, tex) work as well?
2013/1/26 Stefan Dösinger stefandoesinger@gmail.com:
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Am 2013-01-26 22:32, schrieb Matteo Bruni:
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
Do you really have to re-attach it to the FBO? Or does glBindTexture(GL_TEXTURE_2D, tex) work as well?
Yeah, that works too. I've sent a new patch with this change.
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Am 2013-01-26 23:52, schrieb Matteo Bruni:
2013/1/26 Stefan Dsinger stefandoesinger@gmail.com:
Do you really have to re-attach it to the FBO? Or does glBindTexture(GL_TEXTURE_2D, tex) work as well?
Yeah, that works too. I've sent a new patch with this change.
Is it really an fglrx bug in this case? I vaguely remember that the spec says you have to rebind a texture before reading it after you've rendered to an FBO it is attached to. Or was this about rebinding the FBO after modifying the texture via glSubTexImage?
On 27 January 2013 19:16, Stefan Dösinger stefandoesinger@gmail.com wrote:
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Am 2013-01-26 23:52, schrieb Matteo Bruni:
2013/1/26 Stefan Dsinger stefandoesinger@gmail.com:
Do you really have to re-attach it to the FBO? Or does glBindTexture(GL_TEXTURE_2D, tex) work as well?
Yeah, that works too. I've sent a new patch with this change.
Is it really an fglrx bug in this case? I vaguely remember that the spec says you have to rebind a texture before reading it after you've rendered to an FBO it is attached to. Or was this about rebinding the FBO after modifying the texture via glSubTexImage?
That's when multiple contexts are involved.