Light | Dark

# docs.GL

OpenGL 4
OpenGL 3
OpenGL ES 3
OpenGL ES 2

# glRenderbufferStorage

## Name

glRenderbufferStorage, glNamedRenderbufferStorage — establish data storage, format and dimensions of a renderbuffer object's image

## C Specification

`void glRenderbufferStorage(` | GLenum target,
| GLenum internalformat,
| GLsizei width,
| GLsizei height`)`;

`void glNamedRenderbufferStorage(` | GLuint renderbuffer,
| GLenum internalformat,
| GLsizei width,
| GLsizei height`)`;

## Parameters

`target`

  Specifies a binding target of the allocation for `glRenderbufferStorage` function. Must be `GL_RENDERBUFFER`.

`renderbuffer`

  Specifies the name of the renderbuffer object for `glNamedRenderbufferStorage` function.

`internalformat`

  Specifies the internal format to use for the renderbuffer object's image.

`width`

  Specifies the width of the renderbuffer, in pixels.

`height`

  Specifies the height of the renderbuffer, in pixels.

## Description

`glRenderbufferStorage` is equivalent to calling glRenderbufferStorageMultisample with the `samples` set to zero, and `glNamedRenderbufferStorage` is equivalent to calling `glNamedRenderbufferStorageMultisample` with the samples set to zero.

For `glRenderbufferStorage`, the target of the operation, specified by `target` must be `GL_RENDERBUFFER`. For `glNamedRenderbufferStorage`, `renderbuffer` must be a name of an existing renderbuffer object. `internalformat` specifies the internal format to be used for the renderbuffer object's storage and must be a color-renderable, depth-renderable, or stencil-renderable format. `width` and `height` are the dimensions, in pixels, of the renderbuffer. Both `width` and `height` must be less than or equal to the value of `GL_MAX_RENDERBUFFER_SIZE`.

Upon success, `glRenderbufferStorage` and `glNamedRenderbufferStorage` delete any existing data store for the renderbuffer image and the contents of the data store after calling `glRenderbufferStorage` are undefined.

## Errors

`GL_INVALID_ENUM` is generated by `glRenderbufferStorage` if `target` is not `GL_RENDERBUFFER`.

`GL_INVALID_OPERATION` is generated by glNamedRenderbufferStorage if `renderbuffer` is not the name of an existing renderbuffer object.

`GL_INVALID_VALUE` is generated if either of `width` or `height` is negative, or greater than the value of `GL_MAX_RENDERBUFFER_SIZE`.

`GL_INVALID_ENUM` is generated if `internalformat` is not a color-renderable, depth-renderable, or stencil-renderable format.

`GL_OUT_OF_MEMORY` is generated if the GL is unable to create a data store of the requested size.

## Examples

Create a framebuffer object with a renderbuffer-based color attachment and a renderbuffer-based depth attachment.

    // fbo_width and fbo_height are the desired width and height of the FBO.
    // For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension
    // is present, fbo_width and fbo_height can be values other than 2^n for
    // some integer n.

    // Build the texture that will serve as the color attachment for the framebuffer.
    GLuint color_renderbuffer;
    glGenRenderbuffers(1, &color_renderbuffer);
    glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)color_renderbuffer );
    glRenderbufferStorage( GL_RENDERBUFFER, GL_RGBA8, fbo_width, fbo_height );
    glBindRenderbuffer( GL_RENDERBUFFER, 0 );

    // Build the texture that will serve as the depth attachment for the framebuffer.
    GLuint depth_renderbuffer;
    glGenRenderbuffers(1, &depth_renderbuffer);
    glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)depth_renderbuffer );
    glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fbo_width, fbo_height );
    glBindRenderbuffer( GL_RENDERBUFFER, 0 );

    // Build the framebuffer.
    GLuint framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_renderbuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_renderbuffer);

    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    if (status != GL_FRAMEBUFFER_COMPLETE)
        // Error

    glBindFramebuffer(GL_FRAMEBUFFER, 0);

## Tutorials

Songho - OpenGL Frame Buffer Object (FBO)
open.gl - Framebuffers
opengl-tutorial.org - Tutorial 14 : Render To Texture

## Version Support

| OpenGL Version
--- | ---
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5
`glNamedRenderbufferStorage` | - | - | - | - | - | - | - | - | - | - | - | ✔
`glRenderbufferStorage` | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔

## See Also

glGenRenderbuffers, glBindRenderbuffer, glNamedRenderbufferStorageMultisample, glRenderbufferStorageMultisample, glFramebufferRenderbuffer, glDeleteRenderbuffers

## Copyright

Copyright © 2010-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.

Think you can improve this page? Edit this page on GitHub.