Trying to render to texture using framebuffer always results in white texture

馋奶兔 提交于 2019-12-04 15:35:54

Texture parameters are set on a per-texture basis. The code you posted appears to be setting GL_TEXTURE_MIN_FILTER before the texture you’re rendering to has been created or bound. If you’re not setting the filter anywhere else, and you haven’t specified texture images for the remaining levels, your texture is likely incomplete, which is why you’re getting white.

For future reference, the absence of GL errors after framebuffer setup does not mean that the framebuffer is usable for rendering. You should also check that the framebuffer is complete by calling glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) and verifying that GL_FRAMEBUFFER_COMPLETE_OES is returned.

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