SFML community forums
Help => General => Topic started by: sharethis on March 14, 2013, 05:46:44 pm
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I use SFML to handle window and context creation for me. Since I implemented deferred shading, I make use of many framebuffers. When I recreate the window to switch to fullscreen, I get continuous OpenGL errors.
Do my framebuffers still exists after recreating the window? I do not know much about SFML's internal context handling but I know that for example shader programs are still available after window recreation.
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Do my framebuffers still exists after recreating the window
Yes, they should.
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Somehow, my calls to "glBindFramebuffer" cause invalid operation errors after the window was recreated. Whether I initially create the window in windowed or fullscreen mode, there are no errors and rendering works. But as I said after recreating the window it stops working.
GL_INVALID_OPERATION is generated if framebuffer is not zero or the name of a framebuffer previously returned from a call to glGenFramebuffers.
This lets me assume that the framebuffers aren't valid after window recreation anymore. What do you think?
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You should write a complete and minimal example that reproduces the problem.
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Do my framebuffers still exists after recreating the window
Yes, they should.
http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
* ARB FBOs are not shareable.
So I think they get destroyed with the window.
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ARB FBOs are not shareable.
Oh... that's strange.
Thanks a lot :)