@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!
Posts: 1
Participants: 1

