Example #1
0
void GLFramebuffer::setDepthbufferTexture(GLTexture& a_texture)
{
	assert(m_initialized);
	assert(uint(m_multiSampleType) == uint(a_texture.getMultiSampleType()));

	m_depthTexture = a_texture.getTextureID();

	CHECK_GL_ERROR()
	glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
	glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, a_texture.getTextureID(), 0);
	
	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	assert(status == GL_FRAMEBUFFER_COMPLETE);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	CHECK_GL_ERROR();
}
Example #2
0
void GLFramebuffer::addFramebufferTexture(GLTexture& a_texture, EAttachment a_attachment)
{
	assert(m_initialized);
	assert(uint(m_multiSampleType) == uint(a_texture.getMultiSampleType()));

	m_textures.push_back(a_texture.getTextureID());
	m_drawBuffers.push_back(a_attachment);

	CHECK_GL_ERROR();
	glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
	glFramebufferTexture(GL_FRAMEBUFFER, GLenum(a_attachment), a_texture.getTextureID(), 0);
	glDrawBuffers(uint(m_drawBuffers.size()), rcast<GLenum*>(&m_drawBuffers[0]));

	GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
	assert(status == GL_FRAMEBUFFER_COMPLETE);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	CHECK_GL_ERROR();
}