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authorSven Gothel <[email protected]>2019-06-24 22:05:47 +0200
committerSven Gothel <[email protected]>2019-06-24 22:05:47 +0200
commit019a6fe3c2f5efe550d41f7262b8010d3cfa0aa0 (patch)
treea9bf11140fc1374bf7f1cb4c25e1dab6fc73e1d5 /make/config/oculusvr/oculusvr-ovr-CustomJavaCode.java
parent203f795cd3332d6d61c210c8b7901de069d9166a (diff)
iOS: EAGLLayer FBO w/ DEPTH buffer workaround 1
Notable bug as mentioned before: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). This workaround re-binds the used color renderbuffer for EAGLLayer presentation at the end of the FBO drawable instantiation. FBO DEPTH buffer works now as demonstrated w/ GearsES2. We have to issue one more test now, using a demo using an FBO itself.
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