FBOs, how to implement using JOGL

Hi!

Me and my friend are trying to implement a HDR file viewer. For this we are using Java and JOGL ofc :wink:
But this is the first time we’re working with OpenGL but we’re always running into trubble :confused:

Most of the problems we can solve but now we’re trying to use a Frame buffer object to store our textures.

What we’re trying to achive is a retinex implementation in OpenGL/glsl so we need to have the mip mapped version of the HDR picture
to be able to perform this operation.

We saw that we can use the GL_EXT_framebuffer_object extension but after that we’re lost. Please help us! :slight_smile: (deadline in mind)

[EDIT] Used the powerfull, and yet so under used, search engine and found this http://www.java-gaming.org/forums/index.php?topic=13551.0
Going to try this and will pop back here if we have any questions :wink: [/EDIT]

Having problems with implementing the FBO. We want to render one frame to the FBO and store it in a texture that we can later use for our shader.
Problem is the screen is black… and the status returned from glCheckFramebufferStatusEXT(fbo[0]) returns 0. We looked and we didn’t find what the 0 means.

If someone wants to help we pretty much followed the code linked in the first post to enable it. Ofcourse we disable it after the first frame but it’s then just black.

Please help if you can!

Just a guess… I haven’t used FBO’s so far…

Do you have the glContext current on your fbo-ing thread?

I did glReadPixels and was wondering about black content… the glcontext on current thread solved the problem.

I hope this helps…

Thanks for the reply! Will check this later. Unfortunately the deadline is up and we didn’t make it. Now we’re trying to get an extension of the deadline.
But we have other projects to worry about now, but will come back to close this project ofc some day :slight_smile:

See you!