Render OpenGL scene to texture using FBO in fixed function pipeline drawing

When I compared your code with mine working engine I see these differences so try them one by one: texture format you are using: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screen_width, screen_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); so merging all your to: GL_COLOR_ATTACHMENT0: GL_RGBA,GL_RGBA,GL_UNSIGNED_BYTE GL_COLOR_ATTACHMENT1: GL_RGBA,GL_RGBA,GL_UNSIGNED_BYTE I am using: GL_COLOR_ATTACHMENT0 : GL_RGBA , GL_RGBA8 , GL_UNSIGNED_BYTE GL_DEPTH_ATTACHMENT : GL_DEPTH_COMPONENT, … Read more

Rendering to non-power-of-two texture on iPhone

While OpenGL ES 1.1 does not support non-power-of-two textures, newer iOS device models have the extension GL_APPLE_texture_2D_limited_npot, which states: Conventional OpenGL ES 1.X texturing is limited to images with power-of-two (POT) dimensions. APPLE_texture_2D_limited_npot extension relaxes these size restrictions for 2D textures. The restrictions remain in place for cube map and 3D textures, if supported. There … Read more