How do I get Render-To-Texture to work with Bindless Textures in PyOpenGL 4.6?
W
Waffles
Spielt Custom Status
Verified
I have a decently solid foundation for my game engine. Everything, including Bindless textures, work. However, the tutorial I am following uses uniforms to render textures, which I spent a great deal of time getting rid of to switch to bindless.
Therefore, I cannot use the same methods they are using. I have sent what I believe is the (more or less) RTT related code piece(s). I do not know if my current progress is ok, but I hope I can at least be pointed in the right(er) direction
This is the pastebin with the relevant Window, Camera, Output and Texture (because of the way I generate my FBO) code
https://pastebin.com/LGY1sCvU
And this is the pastebin pertaining to my shader and essential model creation
https://pastebin.com/a1vWtrBt
The issue is that the side of the cube which is meant to have rtt, actually displays nothing. The first image is what the main camera sees, and the second image is what the second camera used for the RTT texture sees
Therefore, I cannot use the same methods they are using. I have sent what I believe is the (more or less) RTT related code piece(s). I do not know if my current progress is ok, but I hope I can at least be pointed in the right(er) direction
This is the pastebin with the relevant Window, Camera, Output and Texture (because of the way I generate my FBO) code
https://pastebin.com/LGY1sCvU
And this is the pastebin pertaining to my shader and essential model creation
https://pastebin.com/a1vWtrBt
The issue is that the side of the cube which is meant to have rtt, actually displays nothing. The first image is what the main camera sees, and the second image is what the second camera used for the RTT texture sees

