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| glGenTextures (1, &textureId);
glBindTexture (GL_TEXTURE_2D, textureId);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
// ------------------------- se transforme en :
glGenRenderbuffers (1, &RenderBufferId);
glBindRenderbuffer (GL_TEXTURE_2D, RenderBufferId);
glRenderbufferStorageMultisample (GL_RENDERBUFFER, Sampling, GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT); |
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