Re: Framebuffer with depth attachment
Re: Framebuffer with depth attachment
- Subject: Re: Framebuffer with depth attachment
- From: Darrin Cardani <email@hidden>
- Date: Mon, 28 Oct 2013 11:40:02 -0700
That unbinds the depth buffer from the FBO so that it doesn’t try to draw to a texture that’s been deleted. If I were being really safe, I probably would have saved the binding before changing it and set it back to the same thing. But I happen to know that in this case nothing was bound.
Darrin On Oct 28, 2013, at 11:34 AM, Ardo Avancena < email@hidden> wrote: Oh, I have the depth buffer turned on and after the shape is created I call glDisable(GL_DEPTH_TEST); and glDepthMask(GL_FALSE); but still does not do the trick.
Also may I know why the glFramebufferTexture2DEXT is called again before being deleted?
Thanks!
|
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Pro-apps-dev mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden