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author | Minkyoung Kim <sleepigmk@gmail.com> | 2017-02-13 15:11:56 +0900 |
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committer | Jean-Philippe Andre <jp.andre@samsung.com> | 2017-02-13 19:54:29 +0900 |
commit | c2e1eb7c54fbf2bc6848d727e78b85dafe2bbbeb (patch) | |
tree | a16097b33a7c154eadae847479090d143eee7d90 /src/lib/ecore_avahi/Ecore_Avahi.h | |
parent | d28ba7df86bc9b8d07186087114185134c8b4557 (diff) |
EvasGL: For depth&stencil&msaa, use renderbuffer instead of texture
Summary:
glFramebufferTexture2DMultisampleEXT() supports color attachment only.
so depth&stencil attachment should be bound via renderbuffer not texture.
According to http://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_multisampled_render_to_texture.txt
In order to allow the use of multisampled depth and stencil buffers
when performing multisampled rendering to a texture, the extension
also adds the command RenderbufferStorageMultisampleEXT.
target, textarget, texture, and level correspond to the same
parameters for FramebufferTexture2D and have the same restrictions.
attachment must be COLOR_ATTACHMENT0.
Test Plan: Evas GL on GLES 3
Reviewers: jpeg, raster, dkdk, wonsik
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D4648
Diffstat (limited to '')
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