main
Dominik Madarász 2023-10-21 20:29:22 +02:00
parent 2fddd84946
commit ef1d1e1d9b
3 changed files with 3 additions and 3 deletions

View File

@ -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( 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( 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 { else {
// create a non-sampleable renderbuffer object for depth and stencil attachments // create a non-sampleable renderbuffer object for depth and stencil attachments
unsigned int rbo; unsigned int rbo;

View File

@ -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( 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( 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 { else {
// create a non-sampleable renderbuffer object for depth and stencil attachments // create a non-sampleable renderbuffer object for depth and stencil attachments
unsigned int rbo; unsigned int rbo;

View File

@ -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( 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( 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 { else {
// create a non-sampleable renderbuffer object for depth and stencil attachments // create a non-sampleable renderbuffer object for depth and stencil attachments
unsigned int rbo; unsigned int rbo;