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-rw-r--r--progs/demos/shadowtex.c17
1 files changed, 15 insertions, 2 deletions
diff --git a/progs/demos/shadowtex.c b/progs/demos/shadowtex.c
index b32fb45b4fa..b11c6f53630 100644
--- a/progs/demos/shadowtex.c
+++ b/progs/demos/shadowtex.c
@@ -296,14 +296,27 @@ RenderShadowMap(void)
0, 1, 0); /* up */
if (UseFBO) {
+ GLenum fbo_status;
+
glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
ShadowTexWidth, ShadowTexHeight, 0,
depthFormat, depthType, NULL);
+
+ /* Set the filter mode so that the texture is texture-complete.
+ * Otherwise it will cause the framebuffer to fail the framebuffer
+ * completeness test.
+ */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
- assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
- == GL_FRAMEBUFFER_COMPLETE_EXT);
+
+ fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
+ assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
+ }
}
assert(!glIsEnabled(GL_TEXTURE_1D));