static void gl_create_fbo_textures(gl_t *gl) { int i; glGenTextures(gl->fbo_pass, gl->fbo_texture); for (i = 0; i < gl->fbo_pass; i++) gl_create_fbo_texture(gl, i, gl->fbo_texture[i]); if (gl->fbo_feedback_enable) { glGenTextures(1, &gl->fbo_feedback_texture); gl_create_fbo_texture(gl, gl->fbo_feedback_pass, gl->fbo_feedback_texture); } glBindTexture(GL_TEXTURE_2D, 0); }
static void gl_create_fbo_textures(gl_t *gl, gl2_renderchain_t *chain) { int i; glGenTextures(chain->fbo_pass, chain->fbo_texture); for (i = 0; i < chain->fbo_pass; i++) gl_create_fbo_texture(gl, gl->renderchain_data, i, chain->fbo_texture[i]); if (gl->fbo_feedback_enable) { glGenTextures(1, &gl->fbo_feedback_texture); gl_create_fbo_texture(gl, gl->renderchain_data, gl->fbo_feedback_pass, gl->fbo_feedback_texture); } glBindTexture(GL_TEXTURE_2D, 0); }