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    <title>topic Re: glFramebufferTexture2DEXT problem in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866327#M430</link>
    <description>&lt;DIV style="margin:0px;"&gt;&lt;/DIV&gt;
Hello,&lt;BR /&gt;this problem is showstopper for me, if someone can look at it it would be great.&lt;BR /&gt;&lt;BR /&gt;Thank you&lt;BR /&gt;&lt;BR /&gt;Trigve&lt;BR /&gt;</description>
    <pubDate>Tue, 21 Jul 2009 08:58:45 GMT</pubDate>
    <dc:creator>trigve</dc:creator>
    <dc:date>2009-07-21T08:58:45Z</dc:date>
    <item>
      <title>glFramebufferTexture2DEXT problem</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866326#M429</link>
      <description>Hi,&lt;BR /&gt;I have problem with glFramebufferTexture2DEXT function with intel GMA4500MHD 7.15.10.1688 drivers (using vista 32 bit). I'm attaching sample project which demonstrate failure (exception):&lt;BR /&gt;
&lt;PRE&gt;[cpp]First-chance exception at 0x10053930 in enum.exe: 0xC0000005: Access violation reading location 0xfeeeff86.&lt;BR /&gt;Unhandled exception at 0x10053930 in enum.exe: 0xC0000005: Access violation reading location 0xfeeeff86.[/cpp]&lt;/PRE&gt;
The code throw exception in enum.cpp on line 109:&lt;BR /&gt;
&lt;PRE&gt;[cpp]glDeleteTextures(1, &amp;amp;tid); // &amp;lt;--Crash--[/cpp]&lt;/PRE&gt;
&lt;BR /&gt;If line 102 in the enum.cpp file &lt;BR /&gt;
&lt;PRE&gt;[cpp]glTexImage2D(target, 0, fmt, prob_size, prob_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);&lt;BR /&gt;glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,	target, tid, 0); // &amp;lt;--Here--[/cpp]&lt;/PRE&gt;
with comment "// &amp;lt;--Here--" is commented, no exception is thrown.&lt;BR /&gt;&lt;BR /&gt;Here is the full listing:&lt;BR /&gt;
&lt;PRE&gt;[cpp]// enum.cpp : Defines the entry point for the console application.&lt;BR /&gt;//&lt;BR /&gt;#include "stdafx.h"&lt;BR /&gt;#include &lt;CASSERT&gt;&lt;BR /&gt;#include &lt;IOSTREAM&gt;&lt;BR /&gt;#include &lt;WINDOWS.H&gt;&lt;BR /&gt;#include "GL/glew.h"&lt;BR /&gt;&lt;BR /&gt;#ifndef _WIN32_WINNT&lt;BR /&gt;#	define _WIN32_WINNT 0x0501&lt;BR /&gt;#endif						&lt;BR /&gt;&lt;BR /&gt;LRESULT __stdcall dummyWndProc(HWND hwnd, UINT umsg, WPARAM wp, LPARAM lp)&lt;BR /&gt;{&lt;BR /&gt;	return DefWindowProc(hwnd, umsg, wp, lp);&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;int main(int argc, char* argv[])&lt;BR /&gt;{&lt;BR /&gt;	LPCSTR dummyText = "WglDummy";&lt;BR /&gt;	HINSTANCE hinst = GetModuleHandle( NULL );&lt;BR /&gt;&lt;BR /&gt;	WNDCLASS dummyClass;&lt;BR /&gt;	memset(&amp;amp;dummyClass, 0, sizeof(WNDCLASS));&lt;BR /&gt;	dummyClass.style = CS_OWNDC;&lt;BR /&gt;	dummyClass.hInstance = hinst;&lt;BR /&gt;	dummyClass.lpfnWndProc = &amp;amp;dummyWndProc;&lt;BR /&gt;	dummyClass.lpszClassName = dummyText;&lt;BR /&gt;	ATOM a = RegisterClass(&amp;amp;dummyClass);&lt;BR /&gt;	assert(a != NULL);&lt;BR /&gt;&lt;BR /&gt;	HWND hwnd = CreateWindow(dummyText, dummyText, WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, 32, 32, 0, 0, hinst, 0);&lt;BR /&gt;	// if a simple CreateWindow fails, then boy are we in trouble...&lt;BR /&gt;	if (hwnd == NULL)&lt;BR /&gt;		return 1;&lt;BR /&gt;	// no chance of failure and no need to release thanks to CS_OWNDC&lt;BR /&gt;	HDC hdc = GetDC(hwnd); &lt;BR /&gt;	if(hdc == NULL)&lt;BR /&gt;		return 2;&lt;BR /&gt;	// assign a simple OpenGL pixel format that everyone supports&lt;BR /&gt;	PIXELFORMATDESCRIPTOR pfd = { &lt;BR /&gt;		sizeof(PIXELFORMATDESCRIPTOR),   // size of this pfd &lt;BR /&gt;		1,                     // version number &lt;BR /&gt;		PFD_DRAW_TO_WINDOW |   // support window &lt;BR /&gt;		PFD_SUPPORT_OPENGL |   // support OpenGL &lt;BR /&gt;		PFD_DOUBLEBUFFER,      // double buffered &lt;BR /&gt;		PFD_TYPE_RGBA,         // RGBA type &lt;BR /&gt;		24,                    // 24-bit color depth &lt;BR /&gt;		0, 0, 0, 0, 0, 0,      // color bits ignored &lt;BR /&gt;		8,                     // no alpha buffer &lt;BR /&gt;		0,                     // shift bit ignored &lt;BR /&gt;		0,                     // no accumulation buffer &lt;BR /&gt;		0, 0, 0, 0,            // accum bits ignored &lt;BR /&gt;		24,                    // 32-bit z-buffer &lt;BR /&gt;		8,                     // no stencil buffer &lt;BR /&gt;		0,                     // no auxiliary buffer &lt;BR /&gt;		PFD_MAIN_PLANE,        // main layer &lt;BR /&gt;		0,                     // reserved &lt;BR /&gt;		0, 0, 0                // layer masks ignored &lt;BR /&gt;	}; &lt;BR /&gt;	// if these fail, wglCreateContext will also quietly fail&lt;BR /&gt;	int format;&lt;BR /&gt;	if ((format = ChoosePixelFormat(hdc, &amp;amp;pfd)) != 0)&lt;BR /&gt;	{&lt;BR /&gt;		if(SetPixelFormat(hdc, format, &amp;amp;pfd) == FALSE)&lt;BR /&gt;			return 3;&lt;BR /&gt;	}&lt;BR /&gt;	// Create and set GL context&lt;BR /&gt;	HGLRC hRC = wglCreateContext(hdc);&lt;BR /&gt;	if(hRC == NULL)&lt;BR /&gt;		return 4;&lt;BR /&gt;	if(!wglMakeCurrent(hdc, hRC))&lt;BR /&gt;		return 5;&lt;BR /&gt;	// Show The Window&lt;BR /&gt;	ShowWindow(hwnd,SW_SHOW);						&lt;BR /&gt;	SetFocus(hwnd);	&lt;BR /&gt;	// Initialize glew&lt;BR /&gt;	GLenum err = glewInit();&lt;BR /&gt;	if (GLEW_OK != err)&lt;BR /&gt;	{&lt;BR /&gt;		std::cout &amp;lt;&amp;lt; "Error(" &amp;lt;&amp;lt; err &amp;lt;&amp;lt; "): " &amp;lt;&amp;lt; glewGetErrorString(err) &amp;lt;&amp;lt; std::endl;&lt;BR /&gt;		return 6;&lt;BR /&gt;	}&lt;BR /&gt;	// Create and attach framebuffer&lt;BR /&gt;	GLenum const fmt = GL_LUMINANCE8;&lt;BR /&gt;	short const prob_size = 16;&lt;BR /&gt;	GLuint fb, tid;&lt;BR /&gt;	glGenFramebuffersEXT(1, &amp;amp;fb);&lt;BR /&gt;	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);&lt;BR /&gt;	// Create and attach texture&lt;BR /&gt;	GLenum const target = GL_TEXTURE_2D;&lt;BR /&gt;	glGenTextures(1, &amp;amp;tid);&lt;BR /&gt;	glBindTexture(target, tid);&lt;BR /&gt;	// Set some default parameters so it won't fail on NVidia cards         &lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 0);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);&lt;BR /&gt;&lt;BR /&gt;	glTexImage2D(target, 0, fmt, prob_size, prob_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);&lt;BR /&gt;	glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,	target, tid, 0); // &amp;lt;--Here--&lt;BR /&gt;	// Check status&lt;BR /&gt;	GLuint status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);&lt;BR /&gt;	// Delete texture and framebuffer&lt;BR /&gt;    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);&lt;BR /&gt;    glDeleteFramebuffersEXT(1, &amp;amp;fb); &lt;BR /&gt;&lt;BR /&gt;	glDeleteTextures(1, &amp;amp;tid); // &amp;lt;--Crash--&lt;BR /&gt;	&lt;BR /&gt;	// clean up our dummy window and class&lt;BR /&gt;	assert(DestroyWindow(hwnd) != 0);&lt;BR /&gt;	UnregisterClass(dummyText, hinst);&lt;BR /&gt;&lt;BR /&gt;	return 0;&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;[/cpp]&lt;/WINDOWS.H&gt;&lt;/IOSTREAM&gt;&lt;/CASSERT&gt;&lt;/PRE&gt;
Thanks&lt;BR /&gt;&lt;BR /&gt;Trigve&lt;BR /&gt;</description>
      <pubDate>Wed, 01 Jul 2009 09:44:27 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866326#M429</guid>
      <dc:creator>trigve</dc:creator>
      <dc:date>2009-07-01T09:44:27Z</dc:date>
    </item>
    <item>
      <title>Re: glFramebufferTexture2DEXT problem</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866327#M430</link>
      <description>&lt;DIV style="margin:0px;"&gt;&lt;/DIV&gt;
Hello,&lt;BR /&gt;this problem is showstopper for me, if someone can look at it it would be great.&lt;BR /&gt;&lt;BR /&gt;Thank you&lt;BR /&gt;&lt;BR /&gt;Trigve&lt;BR /&gt;</description>
      <pubDate>Tue, 21 Jul 2009 08:58:45 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866327#M430</guid>
      <dc:creator>trigve</dc:creator>
      <dc:date>2009-07-21T08:58:45Z</dc:date>
    </item>
    <item>
      <title>Re: glFramebufferTexture2DEXT problem</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866328#M431</link>
      <description>&lt;DIV style="margin:0px;"&gt;
&lt;DIV id="quote_reply" style="margin-top: 5px; width: 100%;"&gt;
&lt;DIV style="margin-left:2px;margin-right:2px;"&gt;Quoting - &lt;A href="https://community.intel.com/en-us/profile/404776"&gt;trigve&lt;/A&gt;&lt;/DIV&gt;
&lt;DIV style="background-color:#E5E5E5; padding:5px;border: 1px; border-style: inset;margin-left:2px;margin-right:2px;"&gt;&lt;EM&gt;Hi,&lt;BR /&gt;I have problem with glFramebufferTexture2DEXT function with intel GMA4500MHD 7.15.10.1688 drivers (using vista 32 bit). I'm attaching sample project which demonstrate failure (exception):&lt;BR /&gt;
&lt;/EM&gt;&lt;PRE&gt;&lt;EM&gt;[cpp]First-chance exception at 0x10053930 in enum.exe: 0xC0000005: Access violation reading location 0xfeeeff86.&lt;BR /&gt;Unhandled exception at 0x10053930 in enum.exe: 0xC0000005: Access violation reading location 0xfeeeff86.[/cpp]&lt;/EM&gt;&lt;/PRE&gt;
The code throw exception in enum.cpp on line 109:&lt;BR /&gt;
&lt;PRE&gt;[cpp]glDeleteTextures(1, &amp;amp;tid); // &amp;lt;--Crash--[/cpp]&lt;/PRE&gt;
&lt;BR /&gt;If line 102 in the enum.cpp file &lt;BR /&gt;
&lt;PRE&gt;[cpp]glTexImage2D(target, 0, fmt, prob_size, prob_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);&lt;BR /&gt;glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,	target, tid, 0); // &amp;lt;--Here--[/cpp]&lt;/PRE&gt;
with comment "// &amp;lt;--Here--" is commented, no exception is thrown.&lt;BR /&gt;&lt;BR /&gt;Here is the full listing:&lt;BR /&gt;
&lt;PRE&gt;[cpp]// enum.cpp : Defines the entry point for the console application.&lt;BR /&gt;//&lt;BR /&gt;#include "stdafx.h"&lt;BR /&gt;#include &lt;CASSERT&gt;&lt;BR /&gt;#include &lt;IOSTREAM&gt;&lt;BR /&gt;#include &lt;WINDOWS.H&gt;&lt;BR /&gt;#include "GL/glew.h"&lt;BR /&gt;&lt;BR /&gt;#ifndef _WIN32_WINNT&lt;BR /&gt;#	define _WIN32_WINNT 0x0501&lt;BR /&gt;#endif						&lt;BR /&gt;&lt;BR /&gt;LRESULT __stdcall dummyWndProc(HWND hwnd, UINT umsg, WPARAM wp, LPARAM lp)&lt;BR /&gt;{&lt;BR /&gt;	return DefWindowProc(hwnd, umsg, wp, lp);&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;int main(int argc, char* argv[])&lt;BR /&gt;{&lt;BR /&gt;	LPCSTR dummyText = "WglDummy";&lt;BR /&gt;	HINSTANCE hinst = GetModuleHandle( NULL );&lt;BR /&gt;&lt;BR /&gt;	WNDCLASS dummyClass;&lt;BR /&gt;	memset(&amp;amp;dummyClass, 0, sizeof(WNDCLASS));&lt;BR /&gt;	dummyClass.style = CS_OWNDC;&lt;BR /&gt;	dummyClass.hInstance = hinst;&lt;BR /&gt;	dummyClass.lpfnWndProc = &amp;amp;dummyWndProc;&lt;BR /&gt;	dummyClass.lpszClassName = dummyText;&lt;BR /&gt;	ATOM a = RegisterClass(&amp;amp;dummyClass);&lt;BR /&gt;	assert(a != NULL);&lt;BR /&gt;&lt;BR /&gt;	HWND hwnd = CreateWindow(dummyText, dummyText, WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, 32, 32, 0, 0, hinst, 0);&lt;BR /&gt;	// if a simple CreateWindow fails, then boy are we in trouble...&lt;BR /&gt;	if (hwnd == NULL)&lt;BR /&gt;		return 1;&lt;BR /&gt;	// no chance of failure and no need to release thanks to CS_OWNDC&lt;BR /&gt;	HDC hdc = GetDC(hwnd); &lt;BR /&gt;	if(hdc == NULL)&lt;BR /&gt;		return 2;&lt;BR /&gt;	// assign a simple OpenGL pixel format that everyone supports&lt;BR /&gt;	PIXELFORMATDESCRIPTOR pfd = { &lt;BR /&gt;		sizeof(PIXELFORMATDESCRIPTOR),   // size of this pfd &lt;BR /&gt;		1,                     // version number &lt;BR /&gt;		PFD_DRAW_TO_WINDOW |   // support window &lt;BR /&gt;		PFD_SUPPORT_OPENGL |   // support OpenGL &lt;BR /&gt;		PFD_DOUBLEBUFFER,      // double buffered &lt;BR /&gt;		PFD_TYPE_RGBA,         // RGBA type &lt;BR /&gt;		24,                    // 24-bit color depth &lt;BR /&gt;		0, 0, 0, 0, 0, 0,      // color bits ignored &lt;BR /&gt;		8,                     // no alpha buffer &lt;BR /&gt;		0,                     // shift bit ignored &lt;BR /&gt;		0,                     // no accumulation buffer &lt;BR /&gt;		0, 0, 0, 0,            // accum bits ignored &lt;BR /&gt;		24,                    // 32-bit z-buffer &lt;BR /&gt;		8,                     // no stencil buffer &lt;BR /&gt;		0,                     // no auxiliary buffer &lt;BR /&gt;		PFD_MAIN_PLANE,        // main layer &lt;BR /&gt;		0,                     // reserved &lt;BR /&gt;		0, 0, 0                // layer masks ignored &lt;BR /&gt;	}; &lt;BR /&gt;	// if these fail, wglCreateContext will also quietly fail&lt;BR /&gt;	int format;&lt;BR /&gt;	if ((format = ChoosePixelFormat(hdc, &amp;amp;pfd)) != 0)&lt;BR /&gt;	{&lt;BR /&gt;		if(SetPixelFormat(hdc, format, &amp;amp;pfd) == FALSE)&lt;BR /&gt;			return 3;&lt;BR /&gt;	}&lt;BR /&gt;	// Create and set GL context&lt;BR /&gt;	HGLRC hRC = wglCreateContext(hdc);&lt;BR /&gt;	if(hRC == NULL)&lt;BR /&gt;		return 4;&lt;BR /&gt;	if(!wglMakeCurrent(hdc, hRC))&lt;BR /&gt;		return 5;&lt;BR /&gt;	// Show The Window&lt;BR /&gt;	ShowWindow(hwnd,SW_SHOW);						&lt;BR /&gt;	SetFocus(hwnd);	&lt;BR /&gt;	// Initialize glew&lt;BR /&gt;	GLenum err = glewInit();&lt;BR /&gt;	if (GLEW_OK != err)&lt;BR /&gt;	{&lt;BR /&gt;		std::cout &amp;lt;&amp;lt; "Error(" &amp;lt;&amp;lt; err &amp;lt;&amp;lt; "): " &amp;lt;&amp;lt; glewGetErrorString(err) &amp;lt;&amp;lt; std::endl;&lt;BR /&gt;		return 6;&lt;BR /&gt;	}&lt;BR /&gt;	// Create and attach framebuffer&lt;BR /&gt;	GLenum const fmt = GL_LUMINANCE8;&lt;BR /&gt;	short const prob_size = 16;&lt;BR /&gt;	GLuint fb, tid;&lt;BR /&gt;	glGenFramebuffersEXT(1, &amp;amp;fb);&lt;BR /&gt;	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);&lt;BR /&gt;	// Create and attach texture&lt;BR /&gt;	GLenum const target = GL_TEXTURE_2D;&lt;BR /&gt;	glGenTextures(1, &amp;amp;tid);&lt;BR /&gt;	glBindTexture(target, tid);&lt;BR /&gt;	// Set some default parameters so it won't fail on NVidia cards         &lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 0);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);&lt;BR /&gt;	glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);&lt;BR /&gt;&lt;BR /&gt;	glTexImage2D(target, 0, fmt, prob_size, prob_size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);&lt;BR /&gt;	glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,	target, tid, 0); // &amp;lt;--Here--&lt;BR /&gt;	// Check status&lt;BR /&gt;	GLuint status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);&lt;BR /&gt;	// Delete texture and framebuffer&lt;BR /&gt;    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);&lt;BR /&gt;    glDeleteFramebuffersEXT(1, &amp;amp;fb); &lt;BR /&gt;&lt;BR /&gt;	glDeleteTextures(1, &amp;amp;tid); // &amp;lt;--Crash--&lt;BR /&gt;	&lt;BR /&gt;	// clean up our dummy window and class&lt;BR /&gt;	assert(DestroyWindow(hwnd) != 0);&lt;BR /&gt;	UnregisterClass(dummyText, hinst);&lt;BR /&gt;&lt;BR /&gt;	return 0;&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;[/cpp]&lt;/WINDOWS.H&gt;&lt;/IOSTREAM&gt;&lt;/CASSERT&gt;&lt;/PRE&gt;
Thanks&lt;BR /&gt;&lt;BR /&gt;Trigve&lt;BR /&gt;&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;BR /&gt;I took your test case and entered a bug in our tracking system today, fyi.</description>
      <pubDate>Tue, 21 Jul 2009 19:46:49 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866328#M431</guid>
      <dc:creator>Chuck_De_Sylva</dc:creator>
      <dc:date>2009-07-21T19:46:49Z</dc:date>
    </item>
    <item>
      <title>Re: glFramebufferTexture2DEXT problem</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866329#M432</link>
      <description>Hi,&lt;BR /&gt;tried with the new drivers (7.15.10.1908) , with Vista SP2 installed and still without success. Can I somehow help to resolve this issue???&lt;BR /&gt;&lt;BR /&gt;Thanks,&lt;BR /&gt;&lt;BR /&gt;Trigve&lt;BR /&gt;</description>
      <pubDate>Wed, 14 Oct 2009 15:39:07 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/glFramebufferTexture2DEXT-problem/m-p/866329#M432</guid>
      <dc:creator>trigve</dc:creator>
      <dc:date>2009-10-14T15:39:07Z</dc:date>
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