- Timestamp:
- 08/28/08 21:17:15 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/FrameBufferObject.cpp
r2878 r2879 16 16 { 17 17 case GL_FRAMEBUFFER_COMPLETE_EXT: 18 cout << "frame buffer object complete" << endl;18 //cout << "frame buffer object complete" << endl; 19 19 break; 20 20 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: … … 68 68 } 69 69 70 70 71 glGenRenderbuffersEXT(1, &mId); 71 72 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mId); 73 72 74 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalFormat, w, h); 73 74 75 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, color_attachment[attachment_idx], GL_RENDERBUFFER_EXT, mId); 76 75 77 76 78 glGenTextures(1, &mTexId); … … 141 143 Bind(); 142 144 143 cout << "creating fbo" << endl;144 145 145 /////////// 146 146 //-- create depth buffer … … 150 150 glGenRenderbuffersEXT(1, &mDepthId); 151 151 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mDepthId); 152 153 cout << "adding depth buffer" << endl;154 152 155 153 GLuint depthFormat; … … 167 165 } 168 166 169 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormat, mWidth, mHeight); 167 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormat, w, h); 168 169 170 170 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mDepthId); 171 171 172 172 if (useDepthTex) 173 173 { 174 //cout << "adding depth texture" << endl;175 176 174 glGenTextures(1, &mDepthTexId); 177 175 glBindTexture(GL_TEXTURE_2D, mDepthTexId); … … 210 208 bool useMipMap) 211 209 { 212 cout << "adding color buffer" << endl;213 214 210 Bind(); 215 211
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