![]() | FramebufferCompletenessStatus Property |
Namespace: Ooogles
If the currently bound framebuffer is not framebuffer complete, then it is an error to attempt to use the framebuffer for writing or reading. This means that rendering commands (Clear(glClearBuffers), DrawArrays(glPrimitiveType, Int32), and DrawElements(glPrimitiveType, Byte)) as well as commands that read the framebuffer (ReadPixelsT(Int32, Int32, Int32, Int32, T, glPixelFormat, glPixelDataType), Copy(glPixelFormat, Int32, Int32, Int32, Int32, Int32, Int32), and SubCopy(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)) will generate the error InvalidFramebufferOperation if called while the framebuffer is not framebuffer complete.
Note: it is strongly advised, thought not required, that an application call Status to see if the framebuffer is complete prior to rendering. This is because some implementations may not support rendering to particular combinations of internal formats.
Note: the default window-system-provided framebuffer is always framebuffer complete, and thus Complete is returned when there is no bound application created framebuffer.
Note: in DEBUG mode with assertions enabled, an error will be logged to the debug console if this framebuffer is not bound.
OpenGL API: glCheckFramebufferStatus