add texture memory initialization in gl-320-fbo-blit and gl-420-fbo-srgb-decode-ext
slandcrystal opened this issue · 1 comments
slandcrystal commented
hi,
I think there should add texture memory initialization in gl-320-fbo-blit and gl-420-fbo-srgb-decode-ext. In test case gl-320-fbo-blit and gl-420-fbo-srgb-decode –ext, they both use glTexImage2D with null data to allocate a texture memory, but without initialization, then are used to be bound fbo to render with less size texture. Hence they both cause corruption.
I add the following two lines after glFramebufferTexture() function to initialize. And in my modified code testing, they are run successfully without corruption.
GLuint clearColor[4] = {0, 0, 0, 0};
glClearBufferuiv(GL_COLOR, 0, clearColor);
Thanks!
Crystal
Groovounet commented
This is not a sample bug but a drivers bug then.
Thanks,
Christophe