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| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
//attach texture
glBindTexture (GL_TEXTURE_2D, tex_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGBA, GL_INT, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_color, 0);
//depthstencil
glBindTexture(GL_TEXTURE_2D, tex_depthstencil);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, width, height, 0, GL_RGBA, GL_INT, NULL);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, tex_depthstencil, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, tex_depthstencil, 0); |
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