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| Gl.glGenTextures(1, out this.textureID);
<...> <Hier erstelle ich den Frame- udn Renderbuffer>
int oglWidth; int oglHeight; GetOGLTexSize(this.width, this.height, out oglWidth, out oglHeight);
Gl.glGenFramebuffersEXT(1, out this.framebufferID); Gl.glGenRenderbuffersEXT(1, out this.renderbufferID);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, this.textureID); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, oglWidth, oglHeight, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_INT, null); Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, this.framebufferID);
Gl.glFramebufferTexture2DEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_COLOR_ATTACHMENT0_EXT, Gl.GL_TEXTURE_2D, this.textureID, 0); Gl.glBindRenderbufferEXT(Gl.GL_RENDERBUFFER_EXT, this.renderbufferID); Gl.glRenderbufferStorageEXT(Gl.GL_RENDERBUFFER_EXT, Gl.GL_DEPTH_COMPONENT24, oglWidth, oglHeight); Gl.glFramebufferRenderbufferEXT(Gl.GL_FRAMEBUFFER_EXT, Gl.GL_DEPTH_ATTACHMENT_EXT, Gl.GL_RENDERBUFFER_EXT, this.renderbufferID);
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0); Gl.glBindTexture(Gl.GL_TEXTURE_2D, 0);
<...> <Hier "bind"e ich ihn>
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, this.framebufferID);
<...> <Hier "unbind"e ich ihn>
Gl.glBindFramebufferEXT(Gl.GL_FRAMEBUFFER_EXT, 0); |