74
74
if ( (_Width == Width) && (_Height == Height) && (_PixelFormat == PixelFormat) )
77
#ifndef NUX_OPENGLES_20
78
_Rbo.Set (GL_DEPTH_COMPONENT, Width, Height);
77
// #ifndef NUX_OPENGLES_20
78
// _Rbo.Set (GL_DEPTH_COMPONENT, Width, Height);
81
81
// Clear clipping region stack
194
// if(_Depth_Attachment.IsValid())
196
// GLenum target = _Depth_Attachment->GetSurfaceTarget();
197
// GLenum glID = _Depth_Attachment->GetOpenGLID();
198
// GLint level = _Depth_Attachment->GetMipLevel();
199
// CHECKGL( glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, target, glID, level) );
203
// CHECKGL( glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0) );
204
// // On the PC you need to bing the same D24S8 surface to the depth and the stencil attachment.
194
if(_Depth_Attachment.IsValid())
196
GLenum target = _Depth_Attachment->GetSurfaceTarget();
197
GLenum glID = _Depth_Attachment->GetOpenGLID();
198
GLint level = _Depth_Attachment->GetMipLevel();
199
CHECKGL( glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, target, glID, level) );
203
CHECKGL( glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0) );
204
// On the PC you need to bing the same D24S8 surface to the depth and the stencil attachment.
207
#ifndef NUX_OPENGLES_20
208
_Rbo.Set (GL_DEPTH_COMPONENT, _Width, _Height);
209
CHECKGL ( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
210
GL_DEPTH_ATTACHMENT_EXT,
207
// #ifndef NUX_OPENGLES_20
208
// _Rbo.Set (GL_DEPTH_COMPONENT, _Width, _Height);
209
// CHECKGL ( glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
210
// GL_DEPTH_ATTACHMENT_EXT,
211
// GL_RENDERBUFFER_EXT,
215
215
nuxAssert ( _Fbo.IsValid() == true );