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author | Sven Gothel <[email protected]> | 2019-06-24 22:05:47 +0200 |
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committer | Sven Gothel <[email protected]> | 2019-06-24 22:05:47 +0200 |
commit | 019a6fe3c2f5efe550d41f7262b8010d3cfa0aa0 (patch) | |
tree | a9bf11140fc1374bf7f1cb4c25e1dab6fc73e1d5 /make/jogl_wince6_vs9/jogl_wince6.suo | |
parent | 203f795cd3332d6d61c210c8b7901de069d9166a (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.
Diffstat (limited to 'make/jogl_wince6_vs9/jogl_wince6.suo')
0 files changed, 0 insertions, 0 deletions