*mag = _to_e3d_texture_filter(texture->filter_mag);
}
-void _gen_texture_2d(GLuint *texture, GLenum wrap_type, GLfloat filter_type)
+static void
+_gen_texture_2d(GLuint *texture, GLenum wrap_type, GLfloat filter_type)
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_type);
}
-void _gen_depth_stensil_buffer(GLuint *buffer, GLenum format, GLenum attach,
- int size_w, int size_h)
+static void
+_gen_depth_stencil_buffer(GLuint *buffer, GLenum format, GLenum attach,
+ int size_w, int size_h)
{
glGenRenderbuffers(1, buffer);
glBindRenderbuffer(GL_RENDERBUFFER, *buffer);
#else
if (depth_format == GL_DEPTH24_STENCIL8)
{
- _gen_depth_stensil_buffer(&depth_stencil_buf, GL_DEPTH24_STENCIL8,
+ _gen_depth_stencil_buffer(&depth_stencil_buf, GL_DEPTH24_STENCIL8,
GL_DEPTH_STENCIL_ATTACHMENT, w, h);
depth_stencil = EINA_TRUE;
}
#endif
if ((!depth_stencil) && (depth_format))
- _gen_depth_stensil_buffer(&depth_buf, depth_format, GL_DEPTH_ATTACHMENT, w, h);
+ _gen_depth_stencil_buffer(&depth_buf, depth_format, GL_DEPTH_ATTACHMENT, w, h);
if ((!depth_stencil) && (stencil_format))
- _gen_depth_stensil_buffer(&stencil_buf, stencil_format, GL_STENCIL_ATTACHMENT, w, h);
+ _gen_depth_stencil_buffer(&stencil_buf, stencil_format, GL_STENCIL_ATTACHMENT, w, h);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
goto error;