Forums - Texture target with GL_HALF_FLOAT_OES or GL_FLOAT makes framebuffer GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT on Adreno 320

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Texture target with GL_HALF_FLOAT_OES or GL_FLOAT makes framebuffer GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT on Adreno 320
gardin
Join Date: 5 Aug 13
Posts: 1
Posted: Mon, 2013-08-05 10:24

I'm implementing an HDR rendering pipeline in an Android app using OpenGL ES 2.0 and I'm having some issues with floating-point textures, neither GL_FLOAT or GL_HALF_FLOAT_OES works as the texture type, as this will give GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT when the texture is used as a framebuffer target.

The code works perfectly if i set type to GL_UNSIGNED_BYTE so it really only is the floating-point issue that's causing it.

The device supports the extensions GL_OES_texture_float, GL_OES_texture_half_float, GL_EXT_color_buffer_float and GL_EXT_color_buffer_half_float.

I'm using GL_NEAREST as the GL_TEXTURE_MAG_FILTER/GL_TEXTURE_MIN_FILTER, but the device does support GL_OES_texture_half_float_linear so GL_LINEAR should work as well.

The device does support npot textures, but even with a power of 2 it still fails.

The unit i'm using is the Samsung Galaxy S4 version that has the Qualcomm CPU and Adreno 320 graphics chipset.

Thanks!

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mhfeldma Moderator
Join Date: 29 Nov 12
Posts: 310
Posted: Mon, 2013-10-07 08:21

Hi...

Could you share the exact code your using to creat the FBO or even better, an apk which duplicates the error condition?  Assuming you are you are trying use a floating point texture as the color attachment?

Presuming you've checked this link for a better explanation of GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

http://www.khronos.org/opengles/sdk/docs/man/xhtml/glCheckFramebufferSta...

 

thanks,

mark

 

 

 

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RelativeGames
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Join Date: 16 Apr 13
Posts: 56
Posted: Thu, 2013-10-10 14:38

Possibly related to RGB/RGBA16F issue I mentioned here ?

RGBA16F RenderTargets work, RGB16F don't, why ? - Qualcomm Developer Network

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