///////////////////////////////// INIT // Setup the FBO glGenFramebuffersEXT(1, &m_fbo); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); // Create the render buffer for depth glGenRenderbuffersEXT(1, &m_depthBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, m_imgWidth, m_imgHeight); // Make the texture glGenTextures(1, &m_img); glBindTexture(GL_TEXTURE_2D, m_img); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // And attach it to the FBO glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_img, 0); // Attach the depth render buffer to the FBO glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); // Unbind the FBO glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); ////////////////////////////////// RITA // Bind FBO glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, 512, 512); // Set destination glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Rita mina grejjer