Perhaps I have some stupid problems. I'll be appreciate if someone could reply them. All the problems are based on Android environment and OpenGL ES.
How to verified whether I has opened the MSAA or not ? If I draw some
GL_POINTS
with points size 50, there are some small squares. If I enabled 4x MSAA, can the small squares become round points ?I tried my best to enable MSAA with FBO and BlitFBO. But it draw nothing and there is an error INVALID_OPERATION after
glBlitFramebuffer()
calling.
Here is the complete projects I mentioed above:https://github.com/Enoch-Liu/GL
And the following is the key codes:
void Renderer::MultisampleAntiAliasing() {
glGenRenderbuffers(1, &m_MSColor);
glBindRenderbuffer(GL_RENDERBUFFER, m_MSColor);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, m_width, m_height);
checkGLError("GenMSColorBuffer");
glGenFramebuffers(1, &m_MSFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_MSFBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_MSColor);
checkGLError("FboRbo,COLORATTACHMENT");
glGenRenderbuffers(1, &m_MSDepth);
glBindRenderbuffer(GL_RENDERBUFFER, m_MSDepth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, m_width, m_height);
checkGLError("GenDepthBuffer");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_MSDepth);
checkGLError("DepthBuffer,Renderbuffer");
GLenum drawBufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBufs);
checkGLError("DrawBuffer");
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
void Renderer::drawFrame() {
//LOG_INFO("drawFrame %d x %d", width, height);
static float r=0.9f;
static float g=0.2f;
static float b=0.2f;
LOG_INFO("xxx %d, %d", m_width,m_height);
if (OPENMSAA)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_MSFBO);
glBindRenderbuffer(GL_RENDERBUFFER, m_MSColor);
checkGLError("BindTwoBuffers");
}
glViewport(0,0,m_width,m_height);
glScissor(0,0,m_width,m_height);
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
const GLfloat landscapeOrientationMatrix[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat color[4] = {
1.0f, 0.0f, 0.0f, 1.0f
};
glUseProgram( m_program );
glUniformMatrix4fv(m_uMvp, 1, GL_FALSE, landscapeOrientationMatrix);
glUniform4fv(m_uColor, 1, color);
m_p = glGetAttribLocation(m_program, "vPosition");
m_p1 = glGetAttribLocation(m_program, "vPosition1");
glEnableVertexAttribArray( m_p );
glVertexAttribPointer( m_p , 3, GL_FLOAT, false, 3 * sizeof( float ), squareCoords);
glDrawArrays(GL_POINTS, 0, 4);
glDisableVertexAttribArray( m_p );
glFlush();
checkGLError("Before Blit");
if (OPENMSAA)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_MSFBO);
checkGLError("BindReadBuffer");
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
checkGLError("BindFramebuffer");
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
checkGLError("BlitFramebufferColor");
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
checkGLError("BlitFramebufferDepth");
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
}
The framebuffer is complete.
The internal format of the depth buffers have to match: https://www.opengl.org/discussion_boards/showthread.php/173275-Alternative-to-glBlitFramebuffer%28%29
Looking at your github project you are not configuring a depth buffer at all. From your project: