I have a point cloud that is being rendered to the screen. Each point has its position and color as well as an ID.
I was asked to render the IDs for each point to a texture so I created a FBO and attached two textures, one for color and one for depth. I created the necessary VAO and VBO for this off-screen rendering and uploaded for each point its position and ID.
Once the rendering to the FBO is done, I read the pixels of the color-texture with glReadPixels()
to see what the values are, but they seem to be all cleared out, i.e., the value they have is the same as glClearColor()
.
Is there a way I can debug what it is being render to the color texture of my FBO? Any tips that you may provide are very welcomed.