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-rw-r--r--tests/OffscreenContext.cc56
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);
}
contact: Jan Huwald // Impressum