public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
@Override public void glRenderbufferStorageEXT(final int target, final int internalFormat, final int width, final int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalFormat, width, height); }
@Override public void glRenderbufferStorageEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glRenderbufferStorageEXT(param1, param2, param3, param4); }
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 glRenderbufferStorage(int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
@Override public void glRenderbufferStorage(int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
@Override public void glRenderbufferStorage(int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
@Override public void glRenderbufferStorageEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glRenderbufferStorageEXT(param1, param2, param3, param4); }
@Override public void glRenderbufferStorage(int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
public void glRenderbufferStorageEXT(int param1, int param2, int param3, int param4) { EXTFramebufferObject.glRenderbufferStorageEXT(param1, param2, param3, param4); }
public void glRenderbufferStorage (int target, int internalformat, int width, int height) { EXTFramebufferObject.glRenderbufferStorageEXT(target, internalformat, width, height); }
fb.getHeight()); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glFmt.internalFormat, fb.getWidth(),
EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_RGBA, width, height); EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_DEPTH_COMPONENT, width, height);
EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, format, _width, _height);