EAGL: Renamed GL_DEPTH24_STENCIL8_OES to GL_DEPTH24_STENCIL8. Issue #1109.

This commit is contained in:
Branimir Karadžić
2017-04-08 10:16:32 -07:00
parent a57bee7fd4
commit 2334da13e6

View File

@@ -97,11 +97,11 @@ namespace bgfx { namespace gl
{
GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _width, _height) ); // from OES_packed_depth_stencil
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _width, _height) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER)
GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
BX_CHECK(GL_FRAMEBUFFER_COMPLETE == err, "glCheckFramebufferStatus failed 0x%08x", err);
BX_UNUSED(err);
@@ -198,7 +198,7 @@ namespace bgfx { namespace gl
GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height) ); // from OES_packed_depth_stencil
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
@@ -285,7 +285,7 @@ namespace bgfx { namespace gl
GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height) ); // from OES_packed_depth_stencil
GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );