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ofFbo.getTexture().bind()/unbind() doesn't work properly on iOS

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@cuinjune wrote:

Hi, I figured out calling ofFbo.getTexture().bind()/unbind() methods doesn't bind the FBO's texture correctly on iOS.

Here's my simple test code.

in ofApp.h

ofFbo fbo;
ofMesh mesh;

in ofApp.cpp

//--------------------------------------------------------------
void ofApp::setup(){

    ofDisableArbTex();
    ofSetCircleResolution(50);

    int fboWidth = ofGetWidth()/4;
    int fboHeight = ofGetHeight()/4;

    fbo.allocate(fboWidth, fboHeight, GL_RGB);

    fbo.begin();
    ofClear(255, 0, 0, 255);
    ofSetColor(0, 255, 0);
    ofDrawEllipse(fboWidth/2, fboHeight/2, fboWidth, fboHeight);
    fbo.end();

    mesh = ofMesh::plane(fboWidth, fboHeight);
}

//--------------------------------------------------------------
void ofApp::update(){

}

//--------------------------------------------------------------
void ofApp::draw(){

    fbo.draw(0, 0);

    ofTranslate(ofGetWidth()/2, ofGetHeight()/2);
    fbo.getTexture().bind();
    mesh.draw();
    fbo.getTexture().unbind();
}

If I run this code on MacOS, it draws correctly as the screenshot below.

But If I run the same code on iOS, the bound texture is not drawing correctly.

When I print the texCoords of the plane mesh, it is correctly set. so I don't think it is ofMesh's problem but I think it is ofFbo's texture's problem.

Could any one please give me an advice on fixing this issue?
Thanks in advance!

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