- 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:
Christoph Oelckers 2016-04-26 15:01:23 +02:00
commit f066457a48
8 changed files with 108 additions and 26 deletions

View file

@ -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());
}