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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-21 18:51:24 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-21 18:51:24 +0000
commitb61d2a449cbe92441fe7c90daf2a90e54de64bab (patch)
tree36fb96856ba7babfa6e3b4af046ae8821b55f476 /src/render.c
parent1718b3245405169c3411380a4b12f77327d15fee (diff)
Tidy up
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@100 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src/render.c')
-rw-r--r--src/render.c20
1 files changed, 1 insertions, 19 deletions
diff --git a/src/render.c b/src/render.c
index e6c19d4..890a011 100644
--- a/src/render.c
+++ b/src/render.c
@@ -208,24 +208,6 @@ RenderContext *render_setup(int width, int height, int disable_vbos, int disable
if ( r->fbos ) {
- /* Create a small FBO for rendering reflections with */
- glGenFramebuffersEXT(1, &r->fbo);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r->fbo);
- /* Add a (texture) colour buffer to the FBO */
- glGenTextures(1, &r->fbotex);
- glBindTexture(GL_TEXTURE_2D, r->fbotex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, r->fbotex, 0);
- /* Add a depth buffer to the FBO */
- glGenRenderbuffersEXT(1, &r->fbodepth);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, r->fbodepth);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, 128, 128);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, r->fbodepth);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, r->fbodepth);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-
/* FBO for rendering swirlyness */
glGenFramebuffersEXT(1, &r->swirly_fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r->swirly_fbo);
@@ -676,7 +658,7 @@ void render_draw(Game *game, Uint32 t) {
}
- /* Second pass: Main view */
+ /* Main view */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, r->width, r->height);
glMatrixMode(GL_PROJECTION);