public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
@Override public void glFramebufferRenderbufferEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glFramebufferRenderbufferEXT(param1, param2, param3, param4); }
@Override public void glFramebufferRenderbufferEXT(final int target, final int attachment, final int renderBufferTarget, final int renderBuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderBufferTarget, renderBuffer); }
/** * Attaches the calling instance's depth attachments to the target FBO. * Notice that the depth attachments remain attached to the calling instance too. * * @param target The FBO to attach the depth attachments to. */ public void attachDepthBufferTo(FBO target) { target.bind(); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthStencilRboId); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, depthStencilTextureId, 0); target.unbind(); }
/** * Detaches the depth attachments of this FBO. */ public void detachDepthBuffer() { bind(); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, 0, 0); unbind(); }
private static void createDepthBuffer(FBO fbo, Dimensions dimensions, boolean useStencilBuffer) { fbo.depthStencilTextureId = glGenTextures(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId); setTextureParameters(GL11.GL_NEAREST); if (!useStencilBuffer) { allocateTexture(dimensions, GL14.GL_DEPTH_COMPONENT24, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT); } else { allocateTexture(dimensions, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, EXTPackedDepthStencil.GL_DEPTH_STENCIL_EXT, EXTPackedDepthStencil.GL_UNSIGNED_INT_24_8_EXT); } fbo.depthStencilRboId = glGenRenderbuffersEXT(); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); if (!useStencilBuffer) { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL14.GL_DEPTH_COMPONENT24, fbo.dimensions.width, fbo.dimensions.height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, EXTPackedDepthStencil.GL_DEPTH24_STENCIL8_EXT, fbo.dimensions.width, fbo.dimensions.height); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo.depthStencilRboId); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); if (useStencilBuffer) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL11.GL_TEXTURE_2D, fbo.depthStencilTextureId, 0); } }
@Override public void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT( target, attachment, renderbuffertarget, renderbuffer); }
@Override public void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT( target, attachment, renderbuffertarget, renderbuffer); }
@Override public void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT( target, attachment, renderbuffertarget, renderbuffer); }
public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
@Override public void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT( target, attachment, renderbuffertarget, renderbuffer); }
@Override public void glFramebufferRenderbufferEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glFramebufferRenderbufferEXT(param1, param2, param3, param4); }
public void glFramebufferRenderbuffer (int target, int attachment, int renderbuffertarget, int renderbuffer) { EXTFramebufferObject.glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); }
public void glFramebufferRenderbufferEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glFramebufferRenderbufferEXT(param1, param2, param3, param4); }
public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) { boolean needAttach; if (rb.getTexture() == null) { // if it hasn't been created yet, then attach is required. needAttach = rb.getId() == -1; updateRenderBuffer(fb, rb); } else { needAttach = false; updateRenderTexture(fb, rb); } if (needAttach) { glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, convertAttachmentSlot(rb.getSlot()), GL_RENDERBUFFER_EXT, rb.getId()); } }
EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, 0); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _depthRBID);
EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _mscolorRBID); EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_DEPTH_ATTACHMENT_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, _msdepthRBID);