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Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/Render.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/Render.cpp300
1 files changed, 57 insertions, 243 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
index 482e275e5c..82327c6086 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
@@ -81,27 +81,27 @@ static bool s_bAVIDumping = false;
static FILE* f_pFrameDump;
#endif
-static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
-
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
// Normal Mode
+//
+// By default the depth target is used
+// if there is an error creating and attaching it a depth buffer will be used instead
+//
// s_RenderTarget is a texture_rect
-// s_DepthTarget is a Z renderbuffer
-// s_FakeZTarget is a texture_rect
+// s_DepthTarget is a texture_rect
+// s_DepthBuffer is a Z renderbuffer
// MSAA mode
// s_uFramebuffer is a FBO
// s_RenderTarget is a MSAA renderbuffer
-// s_FakeZBufferTarget is a MSAA renderbuffer
-// s_DepthTarget is a real MSAA z/stencilbuffer
+// s_DepthTarget is a MSAA renderbuffer
//
// s_ResolvedFramebuffer is a FBO
-// s_ResolvedColorTarget is a texture
-// s_ResolvedFakeZTarget is a texture
-// s_ResolvedDepthTarget is a Z renderbuffer
+// s_ResolvedRenderTarget is a texture
+// s_ResolvedDepthTarget is a texture
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0;
@@ -110,11 +110,10 @@ static GLuint s_uResolvedFramebuffer = 0;
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
// These are all texture IDs. Bind them as rect arb textures.
static GLuint s_RenderTarget = 0;
-static GLuint s_FakeZTarget = 0;
static GLuint s_DepthTarget = 0;
+static GLuint s_DepthBuffer = 0;
static GLuint s_ResolvedRenderTarget = 0;
-static GLuint s_ResolvedFakeZTarget = 0;
static GLuint s_ResolvedDepthTarget = 0;
static bool s_bATIDrawBuffers = false;
@@ -128,8 +127,6 @@ static volatile bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
static std::string s_sScreenshotName;
-static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
-
int frameCount;
static int s_fps = 0;
@@ -328,42 +325,35 @@ bool Renderer::Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
- GLint nMaxMRT = 0;
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
- if (nMaxMRT > 1)
- {
- // There's MRT support. Create a color texture image to use as secondary render target.
- // We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
- glGenTextures(1, (GLuint *)&s_FakeZTarget);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- SetDefaultRectTexParams();
- }
-
- // Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
- glGenRenderbuffersEXT(1, &s_DepthTarget);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
+ // Create the depth target texture
+ glGenTextures(1, &s_DepthTarget);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
+ SetDefaultRectTexParams();
- // Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
+ // Our framebuffer object is still bound here. Attach the two render targets, color and depth, to the framebuffer object.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget, 0);
GL_REPORT_FBO_ERROR();
- if (s_FakeZTarget != 0) {
- // We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
- // some terribly buggy ancient driver.
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
- bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
- if (bFailed) {
- glDeleteTextures(1, (GLuint *)&s_FakeZTarget);
- s_FakeZTarget = 0;
- }
- }
+ bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
+
+ // Check that the FBO is attached. If there is an error revert to a depth buffer.
+ if (bFailed) {
+ ERROR_LOG(VIDEO, "Disabling ztarget feature");
+
+ // detach and delete depth texture
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
+ glDeleteTextures(1, (GLuint *)&s_DepthTarget);
+ s_DepthTarget = 0;
- if (s_FakeZTarget == 0)
- ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)", nMaxMRT);
+ // create and attach depth buffer
+ glGenRenderbuffersEXT(1, (GLuint *)&s_DepthBuffer);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthBuffer);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthBuffer);
+ GL_REPORT_FBO_ERROR();
+ }
}
else
{
@@ -376,25 +366,17 @@ bool Renderer::Init()
} else {
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
}
- glGenRenderbuffersEXT(1, &s_FakeZTarget);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_FakeZTarget);
- if (s_MSAACoverageSamples) {
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
- } else {
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
- }
glGenRenderbuffersEXT(1, &s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
if (s_MSAACoverageSamples) {
- glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
+ glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
} else {
- glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Attach them to our multisampled FBO. The multisampled FBO is still bound here.
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTarget);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, s_FakeZTarget);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
GL_REPORT_FBO_ERROR();
@@ -411,25 +393,23 @@ bool Renderer::Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Generate the resolve targets.
- glGenTextures(1, (GLuint *)&s_ResolvedFakeZTarget);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glGenTextures(1, (GLuint *)&s_ResolvedDepthTarget);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget);
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
- // Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
- glGenRenderbuffersEXT(1, &s_ResolvedDepthTarget);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// Attach our resolve targets to our resolved FBO.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget, 0);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget, 0);
GL_REPORT_FBO_ERROR();
bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
if (bFailed) PanicAlert("Incomplete rt2");
+
+ if (bFailed) {
+ ERROR_LOG(VIDEO, "AA rendering init failed.");
+ }
}
if (GL_REPORT_ERROR() != GL_NO_ERROR)
@@ -438,8 +418,6 @@ bool Renderer::Init()
// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
- nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
-
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@@ -477,7 +455,6 @@ bool Renderer::Init()
cgGLSetDebugMode(GL_FALSE);
#endif
- s_RenderMode = Renderer::RM_Normal;
if (!InitializeGL())
return false;
@@ -592,12 +569,6 @@ void Renderer::SetRenderTarget(GLuint targ)
targ != 0 ? targ : s_RenderTarget, 0);
}
-void Renderer::SetDepthTarget(GLuint targ)
-{
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
- targ != 0 ? targ : s_DepthTarget);
-}
-
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
@@ -628,38 +599,39 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
}
}
-GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
+GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
{
// This logic should be moved elsewhere.
if (s_MSAASamples > 1)
{
// Flip the rectangle
TRectangle flipped_rect;
- source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
+ //source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
+
+ // donkopunchstania - some bug causes the offsets to be ignored. driver bug?
+ flipped_rect.top = 0;
+ flipped_rect.bottom = GetTargetHeight();
+
+ flipped_rect.left = 0;
+ flipped_rect.right = GetTargetWidth();
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
- // Do the resolve. We resolve both color channels, not very necessary.
+ // Do the resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Return the resolved target.
- return s_ResolvedFakeZTarget;
+ return s_ResolvedDepthTarget;
}
else
{
- return s_FakeZTarget;
+ return s_DepthTarget;
}
}
-bool Renderer::UseFakeZTarget()
-{
- // This logic should be moved elsewhere.
- return nZBufferRender > 0;
-}
-
void Renderer::ResetGLState()
{
// Gets us to a reasonably sane state where it's possible to do things like
@@ -801,151 +773,6 @@ bool Renderer::IsUsingATIDrawBuffers()
return s_bATIDrawBuffers;
}
-bool Renderer::HaveStencilBuffer()
-{
- return s_bHaveStencilBuffer;
-}
-
-void Renderer::SetZBufferRender()
-{
- nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed.
- GLenum s_drawbuffers[2] = {
- GL_COLOR_ATTACHMENT0_EXT,
- GL_COLOR_ATTACHMENT1_EXT
- };
- glDrawBuffers(2, s_drawbuffers);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
- _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
-}
-
-
-// Does this function even work correctly???
-void Renderer::FlushZBufferAlphaToTarget()
-{
- ResetGLState();
-
- SetRenderTarget(0);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
- glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
-
- // disable all other stages
- for (int i = 1; i < 8; ++i)
- TextureMngr::DisableStage(i);
- // texture map s_RenderTargets[s_curtarget] onto the main buffer
- glActiveTexture(GL_TEXTURE0);
- glEnable(GL_TEXTURE_RECTANGLE_ARB);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
- GL_REPORT_ERRORD();
-
- // setup the stencil to only accept pixels that have been written
- glStencilFunc(GL_EQUAL, 1, 0xff);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- // TODO: This code should not have to bother with stretchtofit checking -
- // all necessary scale initialization should be done elsewhere.
- if (s_bNativeResolution)
- {
- //TODO: Do Correctly in a bit
- float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth();
- float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight();
-
- float Max = (FactorW < FactorH) ? FactorH : FactorW;
- float Temp = 1.0f / Max;
- FactorW *= Temp;
- FactorH *= Temp;
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
- glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
- glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
- glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
- glEnd();
- }
- else
- {
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(-1,-1);
- glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
- glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
- glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
- glEnd();
- }
-
- GL_REPORT_ERRORD();
-
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
- RestoreGLState();
-}
-
-void Renderer::SetRenderMode(RenderMode mode)
-{
- if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
- mode = RM_ZBufferOnly;
-
- if (s_RenderMode == mode)
- return;
-
- if (mode == RM_Normal) {
- // flush buffers
- if (s_RenderMode == RM_ZBufferAlpha) {
- FlushZBufferAlphaToTarget();
- glDisable(GL_STENCIL_TEST);
- }
- SetColorMask();
- SetRenderTarget(0);
- SetZBufferRender();
- GL_REPORT_ERRORD();
- }
- else if (s_RenderMode == RM_Normal) {
- // setup buffers
- _assert_(UseFakeZTarget() && bpmem.zmode.updateenable);
- if (mode == RM_ZBufferAlpha) {
- glEnable(GL_STENCIL_TEST);
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 1, 0xff);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
-
- glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- GL_REPORT_ERRORD();
- }
- else {
- _assert_(UseFakeZTarget());
- _assert_(s_bHaveStencilBuffer);
-
- if (mode == RM_ZBufferOnly) {
- // flush and remove stencil
- _assert_(s_RenderMode == RM_ZBufferAlpha);
- FlushZBufferAlphaToTarget();
- glDisable(GL_STENCIL_TEST);
-
- SetRenderTarget(s_FakeZTarget);
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
- GL_REPORT_ERRORD();
- }
- else {
- _assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
-
- // setup stencil
- glEnable(GL_STENCIL_TEST);
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 1, 0xff);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
- }
-
- s_RenderMode = mode;
-}
-
-Renderer::RenderMode Renderer::GetRenderMode()
-{
- return s_RenderMode;
-}
-
void ComputeBackbufferRectangle(TRectangle *rc)
{
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
@@ -1021,8 +848,6 @@ void Renderer::Swap(const TRectangle& rc)
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
- Renderer::SetRenderMode(Renderer::RM_Normal);
-
ResetGLState();
TRectangle back_rc;
@@ -1412,17 +1237,6 @@ void Renderer::SwapBuffers()
// Render to the framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
- if (nZBufferRender > 0)
- {
- if (--nZBufferRender == 0)
- {
- // turn off
- nZBufferRender = 0;
- glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
- Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
- }
- }
GL_REPORT_ERRORD();
}