+ GL_TEXTURE_2D, fb->colour, 0);
+
+ glGenRenderbuffers( 1, &fb->rb );
+ glBindRenderbuffer( GL_RENDERBUFFER, fb->rb );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, ix, iy );
+
+ 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_glTexImage2D( GLsizei x, GLsizei y, GLint internalformat,
+ GLenum format, GLenum type, const void *data )
+{
+ glTexImage2D( GL_TEXTURE_2D, 0, internalformat, x,y, 0,
+ format, type, data );
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+}
+
+#define fb_tex2d( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ) \
+ _fb_glTexImage2D( X,Y, INTERNAL_FORMAT, FORMAT, TYPE, DATA ); \
+ vg_info( "texture( %dx%d, internal: %s, format: %s, type: %s )\n", \
+ X,Y, #INTERNAL_FORMAT, #FORMAT, #TYPE );
+
+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 );
+}
+#endif
+
+#if 0
+VG_STATIC void render_init_temp_buffer(void)
+{
+ vg_info( "[render] Allocate 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 );
+ fb_tex2d( vg.window_x, vg.window_y, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ gpipeline.rgb_background, 0 );