I'm new to OpenGL so I'm not sure how to do this. Currently I'm doing this to create an Alpha Texture in iOS :
GLuint framebuffer, renderBufferT;
glGenFramebuffers(1, &framebuffer);
glGenTextures(1, &renderBufferT);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glBindTexture(GL_TEXTURE_2D, renderBufferT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderBufferT, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"createAlphaBufferWithSize not complete %x", status);
return NO;
}
But it returns an error : GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
And I also wonder how to write to this texture in the fragment shader. Is it simply the same with RGBA, like this :
gl_FragColor = vec1(0.5);
My intention is to use an efficient texture, because there are so much texture reading in my code, while I only need one component of color.
Thanks for any direction where I might go with this.