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author | Marius Kintel <marius@kintel.net> | 2011-09-29 02:05:47 (GMT) |
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committer | Marius Kintel <marius@kintel.net> | 2011-09-29 02:05:47 (GMT) |
commit | 846970462afbe91e3c06f57c45e095a625aec0d3 (patch) | |
tree | bcd49faa6ced22e7046bf79c6024f26bb0d4b7e5 /tests/OffscreenContext.cc | |
parent | c6e5e84eec401096451f14e9e853e33c3aa88853 (diff) |
More refactoring of offscreen rendering
Diffstat (limited to 'tests/OffscreenContext.cc')
-rw-r--r-- | tests/OffscreenContext.cc | 56 |
1 files changed, 0 insertions, 56 deletions
diff --git a/tests/OffscreenContext.cc b/tests/OffscreenContext.cc index 36adc15..fa1afde 100644 --- a/tests/OffscreenContext.cc +++ b/tests/OffscreenContext.cc @@ -14,10 +14,6 @@ //#include <GL/glu.h> // for gluCheckExtension #include <SDL.h> -// Simple error reporting macros to help keep the sample code clean -#define REPORT_ERROR_AND_EXIT(desc) { std::cout << desc << "\n"; return false; } -#define NULL_ERROR_EXIT(test, desc) { if (!test) REPORT_ERROR_AND_EXIT(desc); } - struct OffscreenContext { int width; @@ -59,51 +55,6 @@ OffscreenContext *create_offscreen_context(int w, int h) //glewInit(); /* - // Test if framebuffer objects are supported - const GLubyte* strExt = glGetString(GL_EXTENSIONS); - GLboolean fboSupported = gluCheckExtension((const GLubyte*)"GL_EXT_framebuffer_object", strExt); - if (!fboSupported) - REPORT_ERROR_AND_EXIT("Your system does not support framebuffer extension - unable to render scene"); - - printf("%i\n", (int)glGenFramebuffersEXT); - GLuint fbo; - //ctx->fbo = 0; - glGenFramebuffersEXT(1, &fbo); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); - REPORTGLERROR("binding framebuffer"); - - - GLuint renderBuffer = 0; - GLuint depthBuffer = 0; - // Depth buffer to use for depth testing - optional if you're not using depth testing - glGenRenderbuffersEXT(1, &depthBuffer); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthBuffer); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, w, h); - REPORTGLERROR("creating depth render buffer"); - - // Render buffer to use for imaging - glGenRenderbuffersEXT(1, &renderBuffer); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBuffer); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, w, h); - REPORTGLERROR("creating color render buffer"); - - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - GL_RENDERBUFFER_EXT, renderBuffer); - REPORTGLERROR("specifying color render buffer"); - - if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != - GL_FRAMEBUFFER_COMPLETE_EXT) - REPORT_ERROR_AND_EXIT("Problem with OpenGL framebuffer after specifying color render buffer."); - - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, - GL_RENDERBUFFER_EXT, depthBuffer); - REPORTGLERROR("specifying depth render buffer"); - - if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != - GL_FRAMEBUFFER_COMPLETE_EXT) - REPORT_ERROR_AND_EXIT("Problem with OpenGL framebuffer after specifying depth render buffer."); -*/ -/* glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_TRIANGLES); @@ -128,12 +79,6 @@ OffscreenContext *create_offscreen_context(int w, int h) bool teardown_offscreen_context(OffscreenContext *ctx) { - // "un"bind my FBO -// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - - /* - * Cleanup - */ return true; } @@ -166,5 +111,4 @@ bool save_framebuffer(OffscreenContext *ctx, const char *filename) void bind_offscreen_context(OffscreenContext *ctx) { -// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->fbo); } |