I'm trying to attach a texture with internal format GL_R32UI
to a framebuffer, to be used as an ID-buffer. However, glCheckFramebufferStatus
keeps coming up with GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
, even when it is the only attachment.
This is very strange to me because the OpenGL 4.2 specs seems to state the GL_R32UI
is one of the formats that OpenGL implementations must support when attached to framebuffers. I'm suspecting that this is a driver bug. Am I right, or can anyone show me what I am overlooking?