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@ -100,7 +100,7 @@ CTextureDrvInfosGL::~CTextureDrvInfosGL()
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CDepthStencilFBO::CDepthStencilFBO(CDriverGL *driver, uint width, uint height)
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{
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nldebug("3D: Init shared FBO");
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//nldebug("3D: Init shared FBO");
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m_Driver = driver;
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Width = width;
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@ -142,7 +142,7 @@ CDepthStencilFBO::~CDepthStencilFBO()
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if (DepthFBOId)
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{
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nldebug("3D: Release shared FBO");
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//nldebug("3D: Release shared FBO");
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nglDeleteRenderbuffersEXT(1, &DepthFBOId);
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if (StencilFBOId == DepthFBOId)
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StencilFBOId = 0;
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@ -191,10 +191,10 @@ bool CTextureDrvInfosGL::initFrameBufferObject(ITexture * tex)
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}
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nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, DepthStencilFBO->DepthFBOId);
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nldebug("3D: glFramebufferRenderbufferExt(depth:24) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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//nldebug("3D: glFramebufferRenderbufferExt(depth:24) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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nglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, DepthStencilFBO->StencilFBOId);
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nldebug("3D: glFramebufferRenderbufferExt(stencil:8) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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//nldebug("3D: glFramebufferRenderbufferExt(stencil:8) = %X", nglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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}
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// check status
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