Esempio n. 1
0
bool begin()
{
	bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initTest();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initTextureBuffer();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}
Esempio n. 2
0
void fbo::initFrameBuffer(void){
	initDepthBuffer(); // Initialize our frame buffer depth buffer

	initTextureBuffer(); // Initialize our frame buffer texture

	glGenFramebuffersEXT(1, &id); // Generate one frame buffer and store the ID in fbo
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); // Bind our frame buffer
	glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture_id, 0); // Attach the texture fbo_texture to the color buffer in our frame buffer
	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_id); // Attach the depth buffer fbo_depth to our frame buffer
	GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); // Check that status of our generated frame buffer
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT) // If the frame buffer does not report back as complete
	{
	std::cout << "Couldn't create frame buffer" << std::endl; // Output an error to the console
	}

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind our frame buffer
}
Esempio n. 3
0
bool begin()
{
	GLint MajorVersion = 0;
	GLint MinorVersion = 0;
	glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
	glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);
	bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION);

	if(Validated)
		Validated = initTest();
	if(Validated)
		Validated = initProgram();
	if(Validated)
		Validated = initTextureBuffer();
	if(Validated)
		Validated = initArrayBuffer();
	if(Validated)
		Validated = initVertexArray();

	return Validated && glf::checkError("begin");
}