   a question about geometry shader and FBO
  Hi i am new in opengl.    i tried to render 6 textures simultaneously by tex_array and Geometry shader. how can i get the texture from a texture_array after rendering to the targets?glGetTexImage(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, gVisibilityTexturePixels);does not work since it can not control the layers of texture_array.Can someone help me?thank you   
  Accordingly to spec GetTexImage returns all layers of array texture:Quote:    (14) Should we provide a way to query a single layer of an array texture? RESOLVED:  No; we don't expect this to be an issue in practice. GetTexImage() will return a two- or three-dimensional image for one- and two-dimensional arrays, including all levels.  If this were identified as an important need, a follow-on extension could be added in the future.;  Thanks for answer.i followed spec but it still nothing.i think the bug is at the setting of FBOhere is some codes:creating:glEnable(GL_TEXTURE_2D_ARRAY_EXT);glEnable(GL_TEXTURE_3D_EXT);glEnable( GL_FRAMEBUFFER_EXT );glGenTextures(1, &tColorCubeMap);glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, tColorCubeMap);....... glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA, 1024, 1024, 6, 0, GL_RGBA,  GL_UNSIGNED_BYTE, NULL); glGenTextures(1, &tDepthCubeMap); glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, tDepthCubeMap);....... glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_DEPTH_COMPONENT24, 1024, 1024, 6, 0, GL_RGB,  GL_FLOAT, NULL); glGenFramebuffersEXT(1, &fbo); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); glDrawBuffer(GL_NONE); glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, tDepthCubeMap, 0 );  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, tColorCubeMap,0);rendering:glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);for (int i=0;i<6;i++){glFramebufferTextureLayerEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, tDepthCubeMap, 0 ,i); glFramebufferTextureLayerEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, tColorCubeMap,0,i); glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT); RenderScene();}tDepthCubeMap and  tColorCubeMap are Texture_array.and i used GS to render through gl_layers.VS:void main(){gl_Position = ftransform();}GS:void main(){int i, layer;    for (layer = 0; layer < 6; layer++){   gl_Layer = layer;for (i = 0; i < 3; i++) { gl_Position = gl_PositionIn;   EmitVertex();   }   EndPrimitive();    } }PS:void main (void){ gl_FragData[0] = vec4(0.0,0.0,1.0,1.0); }Is the setting wrong? thanks[Edited by - Icarus0508 on May 5, 2009 12:32:58 AM]