.attachment = GL_COLOR_ATTACHMENT1
},
{
+#if 0
"depth_stencil", k_framebuffer_attachment_type_renderbuffer,
.internalformat = GL_DEPTH24_STENCIL8,
+#else
+ "depth_stencil", k_framebuffer_attachment_type_colour,
+ .internalformat = GL_DEPTH24_STENCIL8,
+ .format = GL_DEPTH_STENCIL,
+ .type = GL_UNSIGNED_INT_24_8,
+#endif
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
}
}
VG_STATIC void render_fb_inverse_ratio( framebuffer *fb, v2f inverse )
{
- int x, y;
- render_fb_get_current_res( fb, &x, &y );
+ if( fb ){
+ int x, y;
+ render_fb_get_current_res( fb, &x, &y );
- v2f render = { fb->render_w, fb->render_h },
- original = { x, y };
+ v2f render = { fb->render_w, fb->render_h },
+ original = { x, y };
- v2_div( render, original, inverse );
+ v2_div( render, original, inverse );
+ }
+ else{
+ v2_div( (v2f){1.0f,1.0f}, (v2f){ vg.window_x, vg.window_y }, inverse );
+ }
}
/*
if( a->purpose == k_framebuffer_attachment_type_renderbuffer ){
glBindRenderbuffer( GL_RENDERBUFFER, a->id );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry );
+ glRenderbufferStorage( GL_RENDERBUFFER, a->internalformat, rx, ry );
}
else if( a->purpose == k_framebuffer_attachment_type_colour ){
glBindTexture( GL_TEXTURE_2D, a->id );