I am trying to render to an unsigned integer texture, with a blending function enable, so that in the end, the value in each texel will be the number of objects rendered on the texel. So I assume I cannot use normalized integers.
For example, if I have a 2x2 texture, and I render
[ (0,0) (0,0) (0,1) (1,0) ], the texture result should be,
[ 2 1 ; 1 0 ].
I am trying to set up the frameBuffer, but the call to
glTexImage2D, causes the
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT when I use the formats I assume I need.
// this works glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_INT, 0); // this causes GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32UI, width, height, 0, GL_RGB_INTEGER, GL_UNSIGNED_INT, 0 );
Is what I want to do even possible? If so, which settings do I need to use to accomplish this?