From ef1d1e1d9ba1d005e841dfe255f17b398558af5a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Dominik=20Madar=C3=A1sz?= Date: Sat, 21 Oct 2023 20:29:22 +0200 Subject: [PATCH] sync fwk --- engine/joint/v4k.h | 2 +- engine/split/v4k_render.c | 2 +- engine/v4k.c | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index 5e4ac9c..99f8c2f 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -348010,7 +348010,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) { if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0); if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0); -#if 0 // this is working; it's just not enabled for now +#if 0 else { // create a non-sampleable renderbuffer object for depth and stencil attachments unsigned int rbo; diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index 26f5fad..9a107d7 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -3080,7 +3080,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) { if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0); if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0); -#if 0 // this is working; it's just not enabled for now +#if 0 else { // create a non-sampleable renderbuffer object for depth and stencil attachments unsigned int rbo; diff --git a/engine/v4k.c b/engine/v4k.c index 4060ac1..58a0fb4 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -16118,7 +16118,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) { if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0); if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0); -#if 0 // this is working; it's just not enabled for now +#if 0 else { // create a non-sampleable renderbuffer object for depth and stencil attachments unsigned int rbo;