I have been trying to implement shadow-mapping for a long time, and I am using Lance Williams' technique (which is rendering the scene twice, once in light space and once in view space). However, when I call glCheckFramebufferStatus
on GL_FRAMEBUFFER
, I get GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
, after I have called glFramebufferTexture2D
on it. I am confused, because that error is thrown when there isn't a texture or renderbuffer attached to the framebuffer, but I think I do have a texture attached to it.
Here is my code run in init
:
gl.glEnable(GL2.GL_TEXTURE_2D);
// generate stuff
IntBuffer ib = IntBuffer.allocate(1);
gl.glGenFramebuffers(1, ib);
frameBuffer = ib.get(0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBuffer);
ib = IntBuffer.allocate(1);
gl.glGenTextures(1, ib);
depthTexture = ib.get(0);
gl.glBindTexture(GL2.GL_TEXTURE, depthTexture);
// prevents 'shadow acne'
gl.glPolygonOffset(2.5f, 0);
// prevents multiple shadows
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_EDGE);
// prevents (or expects!!!) pixel-y textures
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
// store one value in all four components of pixel
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_DEPTH_TEXTURE_MODE, GL2.GL_INTENSITY);
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT, GL2.GL_TEXTURE_2D, depthTexture, 0);
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL2.GL_DEPTH_COMPONENT, GL2.GL_FLOAT, null);
gl.glDrawBuffer(GL2.GL_NONE);
gl.glReadBuffer(GL2.GL_NONE);
int FBOStatus = gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER);
// FBOStatus == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
EDIT: I ran this method in a practically empty project too (throwing the error)