Removed unused stuff
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@@ -198,32 +198,15 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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gl_state_get_error();
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if (!level) {
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if (stencil) {
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if (depth_texture)
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, depth_texture, 0);
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else if (rt->depth_rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rt->depth_rbo);
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}
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else
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, 0, 0);
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}
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else {
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if (depth_texture)
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, depth_texture, 0);
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else if (rt->depth_rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_rbo);
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}
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else
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, 0, 0);
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}
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GLenum attechment = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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if (depth_texture)
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glFramebufferTexture(GL_FRAMEBUFFER, attechment, depth_texture, 0);
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/*else if (rt->depth_rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attechment, GL_RENDERBUFFER, rt->depth_rbo);
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}*/
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else
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glFramebufferTexture(GL_FRAMEBUFFER, attechment, 0, 0);
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gl_state_get_error();
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}
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@@ -4,8 +4,6 @@
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*/
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#include "texture.hpp"
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#include "../KKdLib/mat.hpp"
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#include "../KKdLib/txp.hpp"
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#include "gl_state.hpp"
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#include "types.hpp"
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#include <Helpers.h>
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