experiments with params in AllBullet2Demos (quick hack for testing, will clean this up soon)
yet another workaround to make Intel GPU work with glDrawBuffers on Ubuntu
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@@ -24,19 +24,19 @@ GLRenderToTexture::GLRenderToTexture()
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#endif//!defined(_WIN32) && !defined(__APPLE__)
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}
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void GLRenderToTexture::init(int width, int height, GLuint textureId, int renderTextureType)
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{
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m_renderTextureType = renderTextureType;
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glGenFramebuffers(1, &m_framebufferName);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
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// The depth buffer
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// glGenRenderbuffers(1, &m_depthrenderbuffer);
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// glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
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@@ -71,7 +71,7 @@ bool GLRenderToTexture::enable()
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
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switch (m_renderTextureType)
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{
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case RENDERTEXTURE_COLOR:
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@@ -86,11 +86,10 @@ bool GLRenderToTexture::enable()
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//Intel OpenGL driver crashes when using GL_NONE for glDrawBuffer on Linux, so use a workaround
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if (gIntelLinuxglDrawBufferWorkaround)
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{
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GLenum drawBuffers[2] = { GL_DEPTH_ATTACHMENT,0};
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glDrawBuffers(1, drawBuffers);
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GLenum drawBuffers[2] = { GL_COLOR_ATTACHMENT0,0};
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glDrawBuffers(1, drawBuffers);
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} else
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{
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{
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glDrawBuffer(GL_NONE);
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}
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break;
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@@ -117,7 +116,7 @@ void GLRenderToTexture::disable()
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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}
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GLRenderToTexture::~GLRenderToTexture()
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{
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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@@ -129,7 +128,7 @@ GLRenderToTexture::~GLRenderToTexture()
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if( m_framebufferName)
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{
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{
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glDeleteFramebuffers(1, &m_framebufferName);
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}
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}
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