From Tim Moore, "This contains a couple of fixes to support changing FrameBufferObject configurations on the fly; the user changes the camera attachments and calls Renderer::setCameraRequiresSetUp(). The major part of this submission is a comprehensive example of setting up floating point depth buffers. The user can change the near plane value and cycle through the available combinations of depth format and multisample buffer formats."
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@@ -153,6 +153,7 @@ namespace osg
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typedef void APIENTRY TglFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint);
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typedef void APIENTRY TglGenerateMipmap(GLenum);
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typedef void APIENTRY TglBlitFramebuffer(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum);
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typedef void APIENTRY TglGetRenderbufferParameteriv(GLenum, GLenum, GLint*);
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TglBindRenderbuffer* glBindRenderbuffer;
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TglGenRenderbuffers* glGenRenderbuffers;
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@@ -171,6 +172,7 @@ namespace osg
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TglFramebufferRenderbuffer* glFramebufferRenderbuffer;
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TglGenerateMipmap* glGenerateMipmap;
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TglBlitFramebuffer* glBlitFramebuffer;
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TglGetRenderbufferParameteriv* glGetRenderbufferParameteriv;
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static FBOExtensions* instance(unsigned contextID, bool createIfNotInitalized);
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