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Find a better mechanism to avoid FBO on OpenGL 2.1 if required #1290

pull/1317/head
raysan5 4 years ago
parent
commit
6ec847a93f
1 changed files with 8 additions and 6 deletions
  1. +8
    -6
      src/rlgl.h

+ 8
- 6
src/rlgl.h View File

@ -125,6 +125,8 @@
#define GRAPHICS_API_OPENGL_33
#endif
#define SUPPORT_RENDER_TEXTURES_HINT
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -1379,7 +1381,7 @@ void rlTextureParameters(unsigned int id, int param, int value)
// Enable rendering to texture (fbo)
void rlEnableRenderTexture(unsigned int id)
{
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, id);
//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
@ -1390,7 +1392,7 @@ void rlEnableRenderTexture(unsigned int id)
// Disable rendering to texture
void rlDisableRenderTexture(void)
{
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glEnable(GL_CULL_FACE);
@ -1446,7 +1448,7 @@ void rlDeleteTextures(unsigned int id)
// Unload render texture from GPU memory
void rlDeleteRenderTextures(RenderTexture2D target)
{
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id);
if (target.depth.id > 0)
{
@ -2224,7 +2226,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
{
RenderTexture2D target = { 0 };
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
if (useDepthTexture && RLGL.ExtSupported.texDepth) target.depthTexture = true;
// Create the framebuffer object
@ -2277,7 +2279,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachType)
{
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
@ -2296,7 +2298,7 @@ bool rlRenderTextureComplete(RenderTexture target)
{
bool result = false;
#if !defined(GRAPHICS_API_OPENGL_21) && (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

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