To my understanding, using vertex shader with FBO should be same as directly rendering to screen. But I encountered a very strange problem. That is, suppose I am using the minimal vertex shader,which only does the transformation using function "ftransform()", I have the following results
vertex shader + render to screen : OK (this means the shader is correct)
render to FBO + display rendered texture to screen : OK (this means FBO setting is fine)
vertex shader + render to FBO + display rendered texture to screen: not working (all black)
It's seems there is something to which I should have paid attention when using vertex shader + FBO. Thanks for any comments.
Strange problem when using FBO + vertex shader
Started by tigerlc, Mar 13 2006 08:23 PM
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