public void attachDepthRBO(GL2GL3 gl, int width, int height) { int[] id = new int[1]; gl.glGenRenderbuffers(1, id, 0); rboid = id[0]; gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, rboid); gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT, width, height); gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fboid); gl.glFramebufferRenderbuffer( GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT, GL2.GL_RENDERBUFFER, rboid); gl.glEnable(GL2.GL_DEPTH_TEST); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0); }
public void renderingToWindow( GL2GL3 gl, int offsetx, int offsety, int width, int height, boolean show) { gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0); // gl.glClearColor(1, 1, 1, 1); gl.glViewport(offsetx, offsety, width, height); renderingToWindow(gl, show); gl.glFlush(); }
public static void unbind(GL2GL3 gl) { gl.glDrawBuffers(1, COLOR_ATTACHMENTS, 0); gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0); }
public void bind(GL2GL3 gl) { gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fboid); gl.glDrawBuffers(attachcount, COLOR_ATTACHMENTS, 0); }
public void attachDepth(GL2GL3 gl, TextureBase tex) { gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fboid); gl.glFramebufferTextureARB(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT, tex.getTexID(), 0); gl.glEnable(GL2.GL_DEPTH_TEST); }
public void attachTexture(GL2GL3 gl, TexBindSet tbs) { gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, fboid); gl.glFramebufferTextureARB( GL2.GL_FRAMEBUFFER, COLOR_ATTACHMENTS[attachcount], tbs.tex.getTexID(), 0); attachcount++; }