sync fwk
parent
2fddd84946
commit
ef1d1e1d9b
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@ -348010,7 +348010,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) {
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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#if 0 // this is working; it's just not enabled for now
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#if 0
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else {
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else {
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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unsigned int rbo;
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unsigned int rbo;
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@ -3080,7 +3080,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) {
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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#if 0 // this is working; it's just not enabled for now
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#if 0
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else {
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else {
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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unsigned int rbo;
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unsigned int rbo;
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@ -16118,7 +16118,7 @@ unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) {
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
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#if 0 // this is working; it's just not enabled for now
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#if 0
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else {
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else {
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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// create a non-sampleable renderbuffer object for depth and stencil attachments
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unsigned int rbo;
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unsigned int rbo;
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