diff --git a/src/glcontext_eagl.mm b/src/glcontext_eagl.mm index edd579b19..d4e11565c 100644 --- a/src/glcontext_eagl.mm +++ b/src/glcontext_eagl.mm @@ -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) );