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glRenderbufferStorage

Name

glRenderbufferStorage — create and initialize a renderbuffer object's data store

C Specification

void glRenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);

Parameters

target

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

internalformat

Specifies the color-renderable, depth-renderable, or stencil-renderable format of the renderbuffer. Must be one of the following symbolic constants: GL_RGBA4, GL_RGB565, GL_RGB5_A1, GL_DEPTH_COMPONENT16, or GL_STENCIL_INDEX8.

width

Specifies the width of the renderbuffer in pixels.

height

Specifies the height of the renderbuffer in pixels.

Description

glRenderbufferStorage establishes the data storage, format, and dimensions of a renderbuffer object's image. Any existing data store for the renderbuffer is deleted and the contents of the new data store are undefined.

An implementation may vary its allocation of internal component resolution based on any glRenderbufferStorage parameter (except target), but the allocation and chosen internal format must not be a function of any other state and cannot be changed once they are established. The actual resolution in bits of each component of the allocated image can be queried with glGetRenderbufferParameteriv.

Errors

GL_INVALID_ENUM is generated if target is not GL_RENDERBUFFER.

GL_INVALID_ENUM is generated if internalformat is not an accepted format.

GL_INVALID_VALUE is generated if width or height is less than zero or greater than GL_MAX_RENDERBUFFER_SIZE.

GL_OUT_OF_MEMORY is generated if the implementation is unable to create a data store with the requested width and height.

GL_INVALID_OPERATION is generated if the reserved renderbuffer object name 0 is bound.

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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