#ifndef OPENGL_ES2
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->download_width, display->download_height);
+ glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT,
+ display->download_width, display->download_height);
#else
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16,
display->download_width, display->download_height);
GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
display->download_depth_buffer);
+#ifndef OPENGL_ES2
+ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
+ display->download_depth_buffer);
+#endif
+
gst_gl_display_check_framebuffer_status ();
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
#ifndef OPENGL_ES2
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->gen_fbo_width, display->gen_fbo_height);
+ glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT,
+ display->gen_fbo_width, display->gen_fbo_height);
#else
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16,
display->gen_fbo_width, display->gen_fbo_height);
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
+#ifndef OPENGL_ES2
+ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
+#endif
+
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
GL_FRAMEBUFFER_COMPLETE_EXT);
#ifndef OPENGL_ES2
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->upload_width, display->upload_height);
+ glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
+ display->upload_width, display->upload_height);
#else
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16,
display->upload_width, display->upload_height);
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->upload_depth_buffer);
+#ifndef OPENGL_ES2
+ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, display->upload_depth_buffer);
+#endif
+
gst_gl_display_check_framebuffer_status ();
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==