在 Android OpenGL ES 3.1 上设置帧缓冲区的 Depth/Stencil 缓冲区

Setting Framebuffer's Depth/Stencil Buffer on Android OpenGL ES 3.1

我正在尝试将深度和模板缓冲区附加到帧缓冲区。我这样做如下:

int[] bufferHandle = new int[1];
GLES31.glGenRenderbuffers(1, bufferHandle, 0); // glError = 0 (GL_NO_ERROR)
GLES31.glRenderbufferStorage(GLES31.GL_RENDERBUFFER, GLES31.GL_DEPTH24_STENCIL8, width, height);  // glError = 1282 (GL_INVALID_OPERATION)
GLES31.glBindRenderbuffer(GLES31.GL_RENDERBUFFER, 0); //  // glError = 0 (GL_NO_ERROR)
GLES31.glFramebufferRenderbuffer(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_RENDERBUFFER, bufferHandle);  // glError = 1282 (GL_INVALID_OPERATION)

glRenderbufferStorageglFramebufferRenderbuffer 呼叫 return 1282 (GL_INVALID_OPERATION)。有什么我可能遗漏的想法吗?

错误发生,因为没有创建渲染缓冲区对象。

glGenRenderbuffers generates a unused name respectively reserves a name, which can be used for a render buffer, but it doesn't create or bind the render buffer object. For this you've to call glBindRenderbuffer:

int[] bufferHandle = new int[1];
GLES31.glGenRenderbuffers(1, bufferHandle, 0);
GLES31.glBindRenderbuffer(GLES31.GL_RENDERBUFFER, bufferHandle[0]);
GLES31.glRenderbufferStorage(GLES31.GL_RENDERBUFFER, GLES31.GL_DEPTH24_STENCIL8, width, height);

注意,render buffer对象是在第一次调用glBindRenderbuffer时创建的,同时对象绑定到指定的target。
glRenderbufferStorage 建立数据存储的格式和大小。