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EAGL: Renamed GL_DEPTH24_STENCIL8_OES to GL_DEPTH24_STENCIL8. Issue #1109.
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@@ -97,11 +97,11 @@ namespace bgfx { namespace gl
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{
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GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _width, _height) ); // from OES_packed_depth_stencil
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, _width, _height) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER)
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GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == err, "glCheckFramebufferStatus failed 0x%08x", err);
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BX_UNUSED(err);
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@@ -198,7 +198,7 @@ namespace bgfx { namespace gl
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GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height) ); // from OES_packed_depth_stencil
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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@@ -285,7 +285,7 @@ namespace bgfx { namespace gl
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GL_CHECK(glGenRenderbuffers(1, &m_depthStencilRbo) );
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height) ); // from OES_packed_depth_stencil
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GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilRbo) );
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