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authorMinkyoung Kim <sleepigmk@gmail.com>2017-02-13 15:11:56 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2017-02-13 19:54:29 +0900
commitc2e1eb7c54fbf2bc6848d727e78b85dafe2bbbeb (patch)
treea16097b33a7c154eadae847479090d143eee7d90 /src/lib/ecore_avahi/Ecore_Avahi.h
parentd28ba7df86bc9b8d07186087114185134c8b4557 (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
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