progs/demos: print more info in fbotexture.c
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@@ -498,7 +498,7 @@ SetupFunctionPointers(void)
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* Make FBO to render into given texture.
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*/
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static GLuint
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MakeFBO_RenderTexture(GLuint TexObj)
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MakeFBO_RenderTexture(GLuint texObj)
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{
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GLuint fb;
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GLint sizeFudge = 0;
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@@ -507,7 +507,7 @@ MakeFBO_RenderTexture(GLuint TexObj)
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glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fb);
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/* Render color to texture */
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glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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TexTarget, TexObj, TextureLevel);
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TexTarget, texObj, TextureLevel);
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if (Use_ARB_fbo) {
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/* use a smaller depth buffer to see what happens */
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@@ -541,7 +541,7 @@ MakeFBO_RenderTexture(GLuint TexObj)
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/* queries */
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{
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GLint bits, w, h;
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GLint bits, w, h, name;
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glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, DepthRB);
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glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
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@@ -559,8 +559,28 @@ MakeFBO_RenderTexture(GLuint TexObj)
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glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
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GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits);
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printf("Stencil renderbuffer size = %d bits\n", bits);
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}
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glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
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&name);
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printf("Render to texture name: %d\n", texObj);
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printf("Color attachment[0] name: %d\n", name);
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assert(texObj == name);
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glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
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GL_STENCIL_ATTACHMENT,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
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&name);
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printf("Stencil attachment name: %d\n", name);
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glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
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GL_DEPTH_ATTACHMENT,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
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&name);
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printf("Depth attachment name: %d\n", name);
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}
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/* bind the regular framebuffer */
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glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
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