I have been trying to solve this visual bug for a few days without any success, so I'm asking this question to see if somebody can help me understand what is happening.
First I will describe the problem without any code, and then I will present some code. Here is the situation:
My OpenGL application renders this image to a multisample framebuffer:
I then blit that multisample framebuffer into a regular framebuffer (not a multisample one).
I then read the RGB data from that regular framebuffer into an array of unsigned bytes using
glReadPixels.Finally, I call
stbi_write_pngwith the array of unsigned bytes. This is the result:
To me it looks like the first line of bytes is shifted to the right, which causes all the other lines to be shifted, resulting in a diagonal shape.
Here is my code:
- To create the multisample framebuffer:
int width = 450;
int height = 450;
int numOfSamples = 1;
// Create the multisample framebuffer
glGenFramebuffers(1, &mMultisampleFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mMultisampleFBO);
// Create a multisample texture and use it as a color attachment
glGenTextures(1, &mMultisampleTexture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mMultisampleTexture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numOfSamples, GL_RGB, width, height, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, mMultisampleTexture, 0);
// Create a multisample renderbuffer object and use it as a depth attachment
glGenRenderbuffers(1, &mMultisampleRBO);
glBindRenderbuffer(GL_RENDERBUFFER, mMultisampleRBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, numOfSamples, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mMultisampleRBO);
- To create the regular framebuffer:
// Create the regular framebuffer
glGenFramebuffers(1, &mRegularFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mRegularFBO);
// Create a texture and use it as a color attachment
glGenTextures(1, &mRegularTexture);
glBindTexture(GL_TEXTURE_2D, mRegularTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mRegularTexture, 0);
Note that both framebuffers are reported as complete.
To blit the multisample framebuffer into the regular one, read from the regular one and write the PNG image:
int width = 450;
int height = 450;
static GLubyte* data = new GLubyte[3 * 450 * 450];
memset(data, 0, 3 * width * height);
// Blit the multisample framebuffer into the regular framebuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, mMultisampleFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRegularFBO);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Read from the regular framebuffer into the data array
glBindFramebuffer(GL_FRAMEBUFFER, mRegularFBO);
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
// Write the PNG image
int numOfComponents = 3; // RGB
int strideInBytes = width * 3;
stbi_write_png(imgName.c_str(), width, height, 3, data, width * 3);
- Note that glGetError reports no errors.
I haven't been able to figure out what is wrong. Thank you for any help!


The issue is cause be the alignment of a row, when the image is read by
glReadPixels. By default the alignment of the start of each row of the image is assumed to be 4.Since the width of the image is 450, which is not divisible by 4 (450/4 = 112.5) and the format is RGB (3 bytes), the alignment has to be changed.
Change the
GL_PACK_ALIGNMENT(glPixelStore) before reading the image data: