- add shader patching to allow running the engine with GLSL 1.2.
- made some initial preparations for the shader-less fallback path.
This commit is contained in:
parent
ee9a40f5e9
commit
f066457a48
8 changed files with 108 additions and 26 deletions
|
|
@ -424,6 +424,7 @@ int FHardwareTexture::GetDepthBuffer()
|
|||
void FHardwareTexture::BindToFrameBuffer()
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue