I'm interested in using a vertex shader to process a buffer without producing any rendered output. Here's the relevant snippet:
glUseProgram(program);
GLuint tfOutputBuffer;
glGenBuffers(1, &tfOutputBuffer);
glBindBuffer(GL_ARRAY_BUFFER, tfOutputBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(double)*4*3, NULL, GL_STATIC_READ);
glEnable(GL_RASTERIZER_DISCARD_EXT);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfOutputBuffer);
glBeginTransformFeedbackEXT(GL_TRIANGLES);
glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
glEnableVertexAttribArray(positionAttribute);
glVertexAttribPointer(positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(double)*4, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
glDrawElements(GL_TRIANGLES, 1, GL_UNSIGNED_INT, 0);
This works fine up until the glDrawElements()
call, which results in GL_INVALID_FRAMEBUFFER_OPERATION
. And glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
returns GL_FRAMEBUFFER_UNDEFINED
.
I presume this is because my GL context does not have a default framebuffer, and I have not bound another FBO. But, since I don't care about the rendered output and I've enabled GL_RASTERIZER_DISCARD_EXT
, I thought a framebuffer shouldn't be necessary.
So, is there a way to use transform feedback without a framebuffer, or do I need to generate and bind a framebuffer even though I don't care about its contents?