interface->fBlitFramebuffer = glBlitFramebuffer;
#elif GL_EXT_framebuffer_object
interface->fGenFramebuffers = glGenFramebuffersEXT;
- interface->fGetFramebufferAttachmentivParameter = glGetFramebufferAttachmentParameterivEXT;
+ interface->fGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
interface->fGLGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
interface->fBindFramebuffer = glBindFramebufferEXT;
interface->fFramebufferTexture2D = glFramebufferTexture2DEXT;
interface->fDeleteFramebuffers = glDeleteFramebuffersEXT;
interface->fRenderbufferStorage = glRenderbufferStorageEXT;
interface->fGenRenderbuffers = glGenRenderbuffersEXT;
- interface->fDeleteRenderbuffers = glDeleteRenderbuffers;
+ interface->fDeleteRenderbuffers = glDeleteRenderbuffersEXT;
interface->fFramebufferRenderbuffer =
glFramebufferRenderbufferEXT;
interface->fBindRenderbuffer = glBindRenderbufferEXT;
GLuint dsID;
glGenFramebuffersEXT(1, &fFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fFBO);
- glGenRenderbuffers(1, &cbID);
- glBindRenderbuffer(GL_RENDERBUFFER, cbID);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, cbID);
- glGenRenderbuffers(1, &dsID);
- glBindRenderbuffer(GL_RENDERBUFFER, dsID);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsID);
+ glGenRenderbuffersEXT(1, &cbID);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, cbID);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, width, height);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER_EXT, cbID);
+ glGenRenderbuffersEXT(1, &dsID);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dsID);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL, width, height);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER_EXT, dsID);
glViewport(0, 0, width, height);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- return GL_FRAMEBUFFER_COMPLETE == status;
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ return GL_FRAMEBUFFER_COMPLETE_EXT == status;
}