3d Godot引擎,将渲染目标设置为opengl es帧缓冲区

3d Godot引擎,将渲染目标设置为opengl es帧缓冲区,3d,opengl-es-2.0,godot,3d,Opengl Es 2.0,Godot,最近,我专注于和戈多一起玩。我在尝试将渲染目标设置为opengl es帧缓冲区时遇到了一个问题。我尝试了RasterizerGLES2::set_base_framebuffer,但它不起作用 我的示例代码: // create framebuffer and attach texture glGenFramebuffers(1, &my_target_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, my_target_framebuffe

最近,我专注于和戈多一起玩。我在尝试将渲染目标设置为opengl es帧缓冲区时遇到了一个问题。我尝试了
RasterizerGLES2::set_base_framebuffer
,但它不起作用

我的示例代码:

// create framebuffer and attach texture
glGenFramebuffers(1, &my_target_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, my_target_framebuffer);

glGenTextures(1, &my_target_texture);
glBindTexture(GL_TEXTURE_2D, my_target_texture);
glTexParameteri(...);
glTexImage2D(...);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, my_target_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

// clear to RED
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glBindFramebuffer(GL_FRAMEBUFFER, 0);

// then call set_base_framebuffer, something like:
RasterizerGLES2::set_base_framebuffer(my_target_framebuffer, 
Vector2(my_target_width, my_target_height));
它根本不起作用,
my_target\u framebuffer
始终为红色(不会绘制到my_target\u framebuffer),屏幕闪烁

请帮忙

顺便说一句,我使用Godot2.1