GLU_EXPECT_NO_ERROR(gl.getError(),
"Could not setup texture object for draw framebuffer color attachment.");
- gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, new_dst_to, 0);
+ gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, new_dst_to, 0);
GLU_EXPECT_NO_ERROR(gl.getError(),
"Could not attach texture object to draw framebuffer color attachment.");
gl.bindTexture(GL_TEXTURE_3D, texture);
callTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
gl.genFramebuffers(1, &fbo);
- gl.bindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
- gl.checkFramebufferStatus(GL_READ_FRAMEBUFFER);
+ gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
+ gl.checkFramebufferStatus(GL_FRAMEBUFFER);
const char* message = "GL_INVALID_FRAMEBUFFER_OPERATION is generated if the currently "
"bound framebuffer is not framebuffer complete.";