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glFramebufferRenderbuffer

Name

glFramebufferRenderbuffer — attach a renderbuffer object to a framebuffer object

C Specification

void glFramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);

Parameters

target

Specifies the framebuffer target. The symbolic constant must be GL_FRAMEBUFFER.

attachment

Specifies the attachment point to which renderbuffer should be attached. Must be one of the following symbolic constants: GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, or GL_STENCIL_ATTACHMENT.

renderbuffertarget

Specifies the renderbuffer target. The symbolic constant must be GL_RENDERBUFFER.

renderbuffer

Specifies the renderbuffer object that is to be attached.

Description

glFramebufferRenderbuffer attaches the renderbuffer specified by renderbuffer as one of the logical buffers of the currently bound framebuffer object. attachment specifies whether the renderbuffer should be attached to the framebuffer object's color, depth, or stencil buffer. A renderbuffer may not be attached to the default framebuffer object name 0.

If renderbuffer is not 0, the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE for the specified attachment point is set to GL_RENDERBUFFER and the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is set to renderbuffer. GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL and GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE are set to the default values 0 and GL_TEXTURE_CUBE_MAP_POSITIVE_X, respectively. Any previous attachment to the attachment logical buffer of the currently bound framebuffer object is broken.

If renderbuffer is 0, the current image, if any, attached to the attachment logical buffer of the currently bound framebuffer object is detached. The value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is set to GL_NONE. The value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is set to 0. GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL and GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE are set to the default values 0 and GL_TEXTURE_CUBE_MAP_POSITIVE_X, respectively.

Notes

If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, then it is as if glFramebufferRenderbuffer had been called with a renderbuffer of 0 for the attachment point to which this image was attached in the currently bound framebuffer object. In other words, the renderbuffer image is detached from the currently bound framebuffer. Note that the renderbuffer image is specifically not detached from any non-bound framebuffers. Detaching the image from any non-bound framebuffers is the responsibility of the application.

Errors

GL_INVALID_ENUM is generated if target is not GL_FRAMEBUFFER.

GL_INVALID_ENUM is generated if renderbuffertarget is not GL_RENDERBUFFER and renderbuffer is not 0.

GL_INVALID_ENUM is generated if attachment is not an accepted attachment point.

GL_INVALID_OPERATION is generated if the default framebuffer object name 0 is bound.

GL_INVALID_OPERATION is generated if renderbuffer is neither 0 nor the name of an existing renderbuffer object.

Examples

Create a framebuffer object with a renderbuffer-based color attachment and a renderbuffer-based depth attachment.
// fbo_width and fbo_height are the desired width and height of the FBO.
// For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension
// is present, fbo_width and fbo_height can be values other than 2^n for
// some integer n.

// Build the texture that will serve as the color attachment for the framebuffer.
GLuint color_renderbuffer;
glGenRenderbuffers(1, &color_renderbuffer);
glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)color_renderbuffer );
glRenderbufferStorage( GL_RENDERBUFFER, GL_RGBA8, fbo_width, fbo_height );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );

// Build the texture that will serve as the depth attachment for the framebuffer.
GLuint depth_renderbuffer;
glGenRenderbuffers(1, &depth_renderbuffer);
glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)depth_renderbuffer );
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fbo_width, fbo_height );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );

// Build the framebuffer.
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_renderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_renderbuffer);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
    // Error

glBindFramebuffer(GL_FRAMEBUFFER, 0);
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