still not working

This commit is contained in:
Lauren Budorick
2014-08-07 12:49:04 -07:00
parent 560cc112e1
commit ec7f7de5c4
9 changed files with 59 additions and 19 deletions

View File

@@ -44,11 +44,25 @@ void PrerenderedTexture::bindFramebuffer() {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (fbo_depth_stencil == 0) {
// Create depth/stencil buffer
glGenRenderbuffers(1, &fbo_depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_stencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, properties.size, properties.size);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
if (fbo == 0) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
#ifdef GL_ES_VERSION_2_0
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_depth_stencil);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {