Just as the title implies, I’ve transitioned from PBuffers to FBOs in my engine.
I can draw to a FBO and render to a texture just fine. Drawing the texture is no problem either. I get problems however, when I try to send the FBO’s texture ID to a shader via uniform variable. The shader is receiving the texture ID as a sampler2D. The result is blank pixels.
If I mess with the texture format of the FBO, I am able to get the shader to spit out pixels somewhat representative of what it should. For example, if I draw a blank green screen to the FBO, a piece of the shader’s ouput will be green. I can change the color and the end result will follow suit. This tells me that the texture format the shader expects is different than what’s created by the FBO. Unfortunatly, this is the point where things are over my head.
Anybody care to share their FBO implementation who’s resulting texture can be correctly fed into a sampler2D?
FYI: Radeon 9800, Driver Date 3rd of October 2005, WinXPsp2

