models are correctly rendered in framebuffers

This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent 19fa1590d0
commit 6102373fbc
4 changed files with 15 additions and 15 deletions
+6 -8
View File
@@ -53,8 +53,8 @@ namespace vb01{
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(GL_TRUE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
@@ -63,11 +63,11 @@ namespace vb01{
Texture *texture=new Texture(width,height,false);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,*(texture->getTexture()),0);
/*
glGenRenderbuffers(1,&RBO);
glBindRenderbuffer(GL_RENDERBUFFER,RBO);
glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,width,height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,RBO);
/*
*/
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
cout<<"Not complete\n";
@@ -90,10 +90,10 @@ namespace vb01{
if(skybox){
glDepthMask(GL_FALSE);
glCullFace(GL_BACK);
//glCullFace(GL_FRONT);
skybox->update();
glDepthMask(GL_TRUE);
glCullFace(GL_FRONT);
//glCullFace(GL_BACK);
}
rootNode->update();
@@ -102,12 +102,10 @@ namespace vb01{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
guiPlane->update();
/*
*/
glEnable(GL_DEPTH_TEST);
guiNode->update();