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@ -276,10 +276,9 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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/** @todo Why exactly this is not needed? */ |
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/**
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* Mismatched layered color attachments |
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* @requires_gl Not available in OpenGL ES. |
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* @requires_gl Geometry shaders are not available in OpenGL ES. |
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*/ |
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IncompleteLayerTargets = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS |
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#endif |
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@ -494,8 +493,8 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access} |
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* @see @fn_gl{BindFramebuffer}, @fn_gl2{FramebufferTexture1D,FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access} |
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* @requires_gl Only 2D and 3D textures are available in OpenGL ES. |
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*/ |
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Framebuffer& attachTexture1D(BufferAttachment attachment, Texture1D& texture, Int level) { |
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@ -514,8 +513,9 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @ref attachCubeMapTexture(), @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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* @see @ref attachCubeMapTexture(), @fn_gl{BindFramebuffer}, |
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* @fn_gl2{FramebufferTexture2D,FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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*/ |
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Framebuffer& attachTexture2D(BufferAttachment attachment, Texture2D& texture, Int level); |
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@ -530,8 +530,9 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @ref attachTexture2D(), @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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* @see @ref attachTexture2D(), @fn_gl{BindFramebuffer}, |
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* @fn_gl2{FramebufferTexture2D,FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} |
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*/ |
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Framebuffer& attachCubeMapTexture(BufferAttachment attachment, CubeMapTexture& texture, CubeMapTexture::Coordinate coordinate, Int level) { |
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(this->*texture2DImplementation)(attachment, GLenum(coordinate), texture.id(), level); |
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@ -549,8 +550,8 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer, public AbstractObje
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* If @extension{EXT,direct_state_access} is not available and the |
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* framebufferbuffer is not currently bound, it is bound before the |
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* operation. |
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* @see @fn_gl{BindFramebuffer}, @fn_gl{FramebufferTexture} or |
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* @fn_gl_extension{NamedFramebufferTexture3D,EXT,direct_state_access} |
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* @see @fn_gl{BindFramebuffer}, @fn_gl2{FramebufferTexture3D,FramebufferTexture} |
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* or @fn_gl_extension{NamedFramebufferTexture3D,EXT,direct_state_access} |
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* @requires_es_extension %Extension @es_extension{OES,texture_3D} |
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*/ |
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Framebuffer& attachTexture3D(BufferAttachment attachment, Texture3D& texture, Int level, Int layer) { |
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