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@@ -56,7 +56,8 @@ RenderTexture(void) |
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glLoadIdentity(); |
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glTranslatef(0.0, 0.0, -15.0); |
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/* draw to texture */ |
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/* draw to texture image */ |
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glBindTexture(GL_TEXTURE_2D, 0); |
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); |
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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GL_TEXTURE_2D, TexObj, level); |
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@@ -142,6 +143,7 @@ Display(void) |
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glPushMatrix(); |
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glRotatef(Rot, 0, 1, 0); |
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glEnable(GL_TEXTURE_2D); |
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glBindTexture(GL_TEXTURE_2D, TexObj); |
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glBegin(GL_POLYGON); |
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glColor3f(0.25, 0.25, 0.25); |
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glTexCoord2f(0, 0); |
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@@ -203,10 +205,10 @@ Init(void) |
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} |
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); |
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/* make framebuffer */ |
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/* gen framebuffer id, delete it, do some assertions, just for testing */ |
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glGenFramebuffersEXT(1, &MyFB); |
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assert(MyFB); |
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assert(glIsFramebufferEXT(MyFB)); |
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assert(!glIsFramebufferEXT(MyFB)); |
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glDeleteFramebuffersEXT(1, &MyFB); |
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assert(!glIsFramebufferEXT(MyFB)); |
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/* Note, continue to use MyFB below */ |
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@@ -219,8 +221,9 @@ Init(void) |
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/* make depth renderbuffer */ |
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glGenRenderbuffersEXT(1, &DepthRB); |
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assert(DepthRB); |
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assert(glIsRenderbufferEXT(DepthRB)); |
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assert(!glIsRenderbufferEXT(DepthRB)); |
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB); |
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assert(glIsRenderbufferEXT(DepthRB)); |
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, |
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TexWidth, TexHeight); |
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glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |
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@@ -231,8 +234,9 @@ Init(void) |
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/* make stencil renderbuffer */ |
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glGenRenderbuffersEXT(1, &StencilRB); |
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assert(StencilRB); |
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assert(glIsRenderbufferEXT(StencilRB)); |
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assert(!glIsRenderbufferEXT(StencilRB)); |
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB); |
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assert(glIsRenderbufferEXT(StencilRB)); |
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, |
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TexWidth, TexHeight); |
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glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |