- glGenFramebuffers( 1, &grender.fb );
- glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
-
- glGenTextures( 1, &grender.rgb );
- glBindTexture( GL_TEXTURE_2D, grender.rgb );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, grender.rgb, 0);
-
- /* TODO: Check for DEPTH32f availiblity and use if possible */
-
- glGenRenderbuffers( 1, &grender.rb );
- glBindRenderbuffer( GL_RENDERBUFFER, grender.rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
- vg_window_x, vg_window_y );
-
- glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, grender.rb );
-