Multisampling OpenGL FBO - opengl

I'm trying to render 3D scene to multisample FBO. I creating FBO with following code FBO:
GLuint fbo, vtex, depthbuffer;
glGenTextures(1, &vtex); GLCHECK();
glBindTexture( vtarget, vtex ); GLCHECK();
glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, samples /*=4*/, GL_RGBA, width, height, false); GLCHECK();
glBindTexture(vtarget, 0); GLCHECK();
glGenRenderbuffers(1, &depthbuffer); GLCHECK();
glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer); GLCHECK();
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples/*=4*/, GL_DEPTH_COMPONENT32, width, height); GLCHECK();
glBindRenderbuffer(GL_RENDERBUFFER, 0); GLCHECK();
glGenFramebuffers( 1, &fbo );GLCHECK();
glBindFramebuffer( GL_FRAMEBUFFER, fbo );GLCHECK();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer); GLCHECK();
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, vtex, 0 ); GLCHECK();
if ((status = glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
{
fprintf(stderr, "Can't allocate frame buffer! Status: 0x%x\n", status);
assert(0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); GLCHECK();
And I get error GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE. What I'm doing wrong?
A have read this topic, FBO documentation, but it doesn't help.
I can create FBO without depth attachment. But in this case it doesn't working when I trying bilt it to the screen:
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); GLCHECK();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); GLCHECK();
glDrawBuffer(GL_BACK); GLCHECK();
glBlitFramebuffer(0, 0, resolution.width, resolution.height, 0, 0, resolution.width, resolution.height, GL_COLOR_BUFFER_BIT, GL_NEAREST); GLCHECK();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Help me please.

You need to specify fixed sample locations. e.g. GL_TRUE for the last parameter of glTexImage2DMultisample.
You can read about the reasons for GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE here.

Related

is it possible to copy the default framebuffer to another framebuffer object in OpenGL?

I am trying to copy the default framebuffer after rendering on to the screen to another custom framebuffer in OpenGL. Below is my code. Do you see anything wrong? BLit call is successful but I don't see anything rendering.
void drawDisplayList() {
setNormalDraw();
clear();
drawDisplayLists();
drawDisplayLists();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer(GL_FRONT);
glBindFramebuffer(GL_FRAMEBUFFER, geomFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geomFBO);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, _scrWidth, _scrHeight, 0, 0, _scrWidth, _scrHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
GLenum errorCode1;
errorCode1 = glGetError();
if (errorCode1 != GL_NO_ERROR) {
printf("glBlitFramebuffer Success!");
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
My FBO Intialization
void createFboBuffers()
{
glGenFramebuffers(1, &geomFBO);
glBindFramebuffer(GL_FRAMEBUFFER, geomFBO);
glGenRenderbuffers(1, &color_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, color_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, this->size().width(), this->size().height());
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rbo);
glGenRenderbuffers(1, &depth_rbo);
glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, _scrWidth, _scrHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo);
}
Any pointers please. Looks like Nothing is copied to another FrameBuffer.
The instruction glBindFramebuffer(GL_FRAMEBUFFER, geomFBO) binds the framebuffer object to both the read and draw framebuffer targets (see glBindFramebuffer). This breaks the binding of the default framebuffer to the read framebuffer target. Just remove:
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer(GL_FRONT);
// glBindFramebuffer(GL_FRAMEBUFFER, geomFBO); <-- DELETE
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geomFBO);

Multisampled framebuffer only visible with Nvidia cards, not AMD or Intel HD Graphics

The program only renders the framebuffer with Nvidia graphic cards. I have tested the same release with AMD and Intel, and it shows black.
I create the framebuffer:
enum FBOIDS
{
FBO,
FBO_MS,
TEXTURE,
TEXTURE_MS,
RBO,
RBO_MS
};
unsigned int ID[6];
glGenFramebuffers(1, &ID[FBO_MS]);
glBindFramebuffer(GL_FRAMEBUFFER, ID[FBO_MS]);
// generate texture
glGenTextures(1, &ID[TEXTURE_MS]);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ID[TEXTURE_MS]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, smaa, GL_RGBA, 1, 1, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// attach it to currently bound framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, ID[TEXTURE_MS], 0);
glGenRenderbuffers(1, &ID[RBO_MS]);
glBindRenderbuffer(GL_RENDERBUFFER, ID[RBO_MS]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, smaa, GL_DEPTH24_STENCIL8, 1, 1);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, ID[RBO_MS]);
//========================================================================
glGenFramebuffers(1, &ID[FBO]);
glBindFramebuffer(GL_FRAMEBUFFER, ID[FBO]);
// generate texture
glGenTextures(1, &ID[TEXTURE]);
glBindTexture(GL_TEXTURE_2D, ID[TEXTURE]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ID[TEXTURE], 0);
glGenRenderbuffers(1, &ID[RBO]);
glBindRenderbuffer(GL_RENDERBUFFER, ID[RBO]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 1, 1);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, ID[RBO]);
And I draw it like that:
// =========================================
//=== Update tex
glBindFramebuffer(GL_FRAMEBUFFER, ID[FBO_MS]);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, ID[TEXTURE_MS]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, smaa, GL_RGB8, size.x, size.y, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// attach it to currently bound framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, ID[TEXTURE_MS], 0);
glBindRenderbuffer(GL_RENDERBUFFER, ID[RBO_MS]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, smaa, GL_DEPTH24_STENCIL8, size.x, size.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, ID[RBO_MS]);
//========================================================================
glBindFramebuffer(GL_FRAMEBUFFER, ID[FBO]);
// generate texture
glBindTexture(GL_TEXTURE_2D, ID[TEXTURE]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ID[TEXTURE], 0);
glBindRenderbuffer(GL_RENDERBUFFER, ID[RBO]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.x, size.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, ID[RBO]);
glBindFramebuffer(GL_FRAMEBUFFER, ID[FBO_MS]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, ID[FBO_MS]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ID[FBO]);
glBlitFramebuffer(0, 0, size.x, size.y, 0, 0, size.x, size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
A link to the Github issue with images: https://github.com/christt105/Elit3D/issues/40
Program on AMD or Intel HD Graphics
Program on Nvidia
The problem is fixed. The problem was that I set more samples that the GPU can afford. I have used glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); to get the max number of samples.

How to render anti-aliased image to a texture (and then write to PNG)?

I'd like to use the "render to texture" paradigm to write a .png screenshot of my OpenGL 3D rendering. I have it working without multi-sampling, but I'm struggling to get an anti-aliased image.
First of all, is this possible?
Second, what is the right combination of API calls?
(meta third question, how can I better debug this? glCheckFramebufferStatus is clearly not enough).
Here's what I'm working with:
// https://stackoverflow.com/questions/7402504/multisampled-render-to-texture-in-ios
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GLuint resolved_framebuffer, resolvedColorRenderbuffer;
glGenFramebuffers(1, &resolved_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, resolved_framebuffer);
glGenRenderbuffers(1, &resolvedColorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, resolvedColorRenderbuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLuint colorRenderbuffer, depthRenderbuffer;
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer( GL_FRAMEBUFFER, framebuffer );
glClearColor(background_color(0), background_color(1), background_color(2), 0.f);
glClear(GL_COLOR_BUFFER_BIT);// | GL_DEPTH_BUFFER_BIT);
draw_scene();
glBindFramebuffer( GL_READ_FRAMEBUFFER, framebuffer );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, resolved_framebuffer );
// https://forum.juce.com/t/ios-8-getting-the-demo-building/13570/20
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// ^--- this is throwing `GL_INVALID_OPERATION`
GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
writePNG(pixels);
Currently I'm getting a blank image and glBlitFramebuffer is throwing GL_INVALID_OPERATION. Apparently this error can correspond to many things, and I'm not sure which is applying. My buffers seem "good" according to glCheckFramebufferStatus.
This question has been asked in similar forms before:
Cannot render to texture with multisampling
Multisampled render to texture in ios
But none of the answers have lead to a complete working example. I would love to find/create a minimal example of this.
The tutorial at https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing basically had what I needed. The working solution is:
unsigned int framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// create a multisampled color attachment texture
unsigned int textureColorBufferMultiSampled;
glGenTextures(1, &textureColorBufferMultiSampled);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
// create a (also multisampled) renderbuffer object for depth and stencil attachments
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// configure second post-processing framebuffer
unsigned int intermediateFBO;
glGenFramebuffers(1, &intermediateFBO);
glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
// create a color attachment texture
unsigned int screenTexture;
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
draw_scene();
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
GLubyte* pixels = (GLubyte*)calloc(width*height*4,sizeof(GLubyte));
glReadPixels(0, 0,width, height,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
writePNG(pixels);
It seems there're at least two errors in the code in the original question:
The framebuffer should have a multisample texture attached, not a renderbuffer (glFramebufferTexture2D(... GL_TEXTURE_2D_MULTISAMPLE instead of glRenderbufferStorageMultisample)
Must call glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO); after blitting and before glReadPixels

Multi-sampling Frame Render Objects and Depth Buffers

I am trying to get multi-sampling working with my Frame Buffer (for post-processing). I can get it almost working by ignoring the Depth Buffer but I get get issues with faces not rendering.
I set up my normal frame buffer like this
glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, 1280, 720, 0, GL_RGB, GL_UNSIGNED_BYTE, 0
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture, 0
);
// Create color render buffer
glGenRenderbuffers(1, &m_TexColorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_TexColorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_TexColorBuffer);
// Create depth render buffer (This is optional)
glGenRenderbuffers(1, &m_RBODepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_RBODepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RBODepthBuffer);
I then also create a Multi-Sampling frame buffer like this.
glEnable(GL_MULTISAMPLE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_Texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB, 1280, 720, GL_FALSE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, m_Texture, 0);
glGenRenderbuffers(1, &m_TexColorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_TexColorBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGB, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_TexColorBuffer);
/* glGenRenderbuffers(1, &m_RBODepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_RBODepthBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_COMPONENT24, 1280, 720);
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RBODepthBuffer
);*/
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_Texture, 0);
This code (with the commented out section on the depth buffer) does produce a multi-sampled texture that displayed correctly but without depth I get faces not rendering or normals in the wrong direction (so from angles I am seeing inside the model). But if I uncomment that section then
glCheckFramebufferStatus(GL_FRAMEBUFFER)
returns
36182
followed by
Error 00000506 after convex fill
and ultimately a black screen.
I am using glBlitFramebuffer to copy the multi-sample fbo to a single-sample fbo (which works but with the issues mentioned before).
Really stuck at this point and can't find the solution anywhere!
So I found the answer thanks to some outdated documentation for a random project on source forge.
My error was GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
With that infomation I found what the error meant which is
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is also returned if the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not the same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached textures.
So changing the GL_FALSE at the end of
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB, 1280, 720, GL_FALSE);
to GL_TRUE fixed it. So
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGB, 1280, 720, GL_TRUE);

OpenGL MSAA in 2 different ways. What are the differences?

I have been looking for OpenGL Multi Sample Anti Aliasing tutorials and I found many but I'll take 2.
They use a different way to do this. I have tested both ways and both work for my project so I can use any of them.
I use this to render my game engine scene to a texture.
This is the 1st way:
Create the FBO with MSAA
// create a texture object
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// create a MSAA framebuffer object
// NOTE: All attachment images must have the same # of samples.
// Ohterwise, the framebuffer status will not be completed.
glGenFramebuffers(1, &fboMsaaId);
glBindFramebuffer(GL_FRAMEBUFFER, fboMsaaId);
// create a MSAA renderbuffer object to store color info
glGenRenderbuffers(1, &rboColorId);
glBindRenderbuffer(GL_RENDERBUFFER, rboColorId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, MSAA_level, GL_RGB8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// create a MSAA renderbuffer object to store depth info
// NOTE: A depth renderable image should be attached the FBO for depth test.
// If we don't attach a depth renderable image to the FBO, then
// the rendering output will be corrupted because of missing depth test.
// If you also need stencil test for your rendering, then you must
// attach additional image to the stencil attachement point, too.
glGenRenderbuffers(1, &rboDepthId);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepthId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, MSAA_level, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// attach msaa RBOs to FBO attachment points
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboColorId);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepthId);
// create a normal (no MSAA) FBO to hold a render-to-texture
glGenFramebuffers(1, &fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glGenRenderbuffers(1, &rboId);
glBindRenderbuffer(GL_RENDERBUFFER, rboId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// attach a texture to FBO color attachement point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0);
// attach a rbo to FBO depth attachement point
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboId);
//## disable color buffer if you don't attach any color buffer image,
//## for example, rendering the depth buffer only to a texture.
//## Otherwise, glCheckFramebufferStatus will not be complete.
//glDrawBuffer(GL_NONE);
//glReadBuffer(GL_NONE);
// check FBO status
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
And when I need to draw the scene
glBindFramebuffer(GL_FRAMEBUFFER, fboMsaaId);
glViewport(0, 0, width, height);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawScene();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboMsaaId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboId);
glBlitFramebuffer(0, 0, width, height, // src rect
0, 0, width, height, // dst rect
GL_COLOR_BUFFER_BIT, // buffer mask
GL_LINEAR); // scale filter
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, App->window->GetWidth(), App->window->GetHeight());
The 2nd way:
Create the FBO with MSAA
unsigned int framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// create a multisampled color attachment texture
unsigned int textureColorBufferMultiSampled;
glGenTextures(1, &textureColorBufferMultiSampled);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, SCR_WIDTH, SCR_HEIGHT, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
// create a (also multisampled) renderbuffer object for depth and stencil attachments
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// configure second post-processing framebuffer
unsigned int intermediateFBO;
glGenFramebuffers(1, &intermediateFBO);
glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
// create a color attachment texture
unsigned int screenTexture;
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0); // we only need a color buffer
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "ERROR::FRAMEBUFFER:: Intermediate framebuffer is not complete!" << endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
And when I need to draw the scene:
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, width, height);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawScene();
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, App->window->GetWidth(), App->window->GetHeight());
Summarizing:
1st way: Create FBO, create RBO for color and RBO for depth and use glRenderbufferStorageMultisample(...) to specify the MSAA level. Then create other FBO with texture for color and RBO for depth.
2nd way: Create FBO, create Texture for color and RBO for depth and using glTexImage2DMultisample(...) for MSAA level in the texture. Then create other FBO and a texture.
What are the differences on using one way or other? Is one better than the other?
MSAA setup in your example is actually the same in both cases. The only difference between the two methods you depicted is - different FBO attachment type. In general, you will want to attach a texture and not render buffer when you later need to use the information from that FBO for further render passes. In such a case you would plug previous render pass FBO's texture attachment into texture unit, and sample from it in the next pass shader program. Shadow mapping is one of such cases.