- 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 );
-
- {
- float ksz = k_gatesize;
- float quad[] = { -ksz,-ksz,0.0f, ksz, ksz,0.0f, -ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, ksz,-ksz,0.0f, ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, -ksz, ksz,0.0f, ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, ksz, ksz,0.0f, ksz,-ksz,0.0f };
-
- glGenVertexArrays( 1, &grender.vao );
- glGenBuffers( 1, &grender.vbo );
- glBindVertexArray( grender.vao );
- glBindBuffer( GL_ARRAY_BUFFER, grender.vbo );
- glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
- glBindVertexArray( grender.vao );
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(float)*3, (void*)0 );
- glEnableVertexAttribArray( 0 );
- VG_CHECK_GL();
- }