+ glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, fb->rb );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ VG_CHECK_GL_ERR();
+ fb->allocated = 1;
+}
+
+VG_STATIC void fb_free( struct framebuffer *fb )
+{
+ glDeleteTextures( 1, &fb->colour );
+ glDeleteFramebuffers( 1, &fb->fb );
+}
+
+VG_STATIC void fb_bindtex( struct framebuffer *fb, int texture )
+{
+ glActiveTexture( GL_TEXTURE0 + texture );
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+}
+
+VG_STATIC void fb_resize( struct framebuffer *fb )
+{
+ if( !fb->allocated )
+ return;
+
+ i32 ix = vg.window_x / fb->div,
+ iy = vg.window_y / fb->div;
+
+ glBindTexture( GL_TEXTURE_2D, fb->colour );
+ glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
+ fb->format, GL_UNSIGNED_BYTE, NULL );
+
+ glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+}
+
+VG_STATIC void render_fb_resize(void)
+{
+ if( gpipeline.ready )
+ {
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ }
+}
+
+/* used for drawing player onto */
+VG_STATIC void render_init_temp_buffer(void)
+{
+ vg_info( "[render] Allocate temporary framebuffer\n" );
+
+ glGenFramebuffers( 1, &gpipeline.fb_background );
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+
+ glGenTextures( 1, &gpipeline.rgb_background );
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y,