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glCheckFramebufferStatus

Name

glCheckFramebufferStatus — check the completeness status of a framebuffer

C Specification

GLenum glCheckFramebufferStatus( GLenum target);
 

Parameters

target

Specify the target of the framebuffer completeness check.

Description

glCheckFramebufferStatus queries the completeness status of the framebuffer object currently bound to target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.

The return value is GL_FRAMEBUFFER_COMPLETE if the framebuffer bound to target is complete. Otherwise, the return value is determined as follows:

  • GL_FRAMEBUFFER_UNDEFINED is returned if target is the default framebuffer, but the default framebuffer does not exist.

  • GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT is returned if any of the framebuffer attachment points are framebuffer incomplete.

  • GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT is returned if the framebuffer does not have at least one image attached to it.

  • GL_FRAMEBUFFER_UNSUPPORTED is returned if depth and stencil attachments, if present, are not the same renderbuffer, or if the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.

  • GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is returned if the value of GL_RENDERBUFFER_SAMPLES is not the same for all attached renderbuffers or, if the attached images are a mix of renderbuffers and textures, the value of GL_RENDERBUFFER_SAMPLES is not zero.

Additionally, if an error occurs, zero is returned.

Errors

GL_INVALID_ENUM is generated if target is not GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER or GL_FRAMEBUFFER.

Examples

Create a framebuffer object with a texture-based color attachment and a texture-based depth attachment. Using texture-based attachments allows sampling of those textures in shaders.
// 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 texture_map;
glGenTextures(1, &texture_map);
glBindTexture(GL_TEXTURE_2D, texture_map);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo_width, fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

glBindTexture(GL_TEXTURE_2D, 0);

// Build the texture that will serve as the depth attachment for the framebuffer.
GLuint depth_texture;
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, fbo_width, fbo_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);

// Build the framebuffer.
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_map, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
    // Error

glBindFramebuffer(GL_FRAMEBUFFER, 0);

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1
glCheckFramebufferStatus
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