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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram (_lighter->id());
/*enchaîne Active,Enable,Bind _gpuController->bind(_gbuffer->idTexture(0),GL_TEXTURE0,GL_TEXTURE_2D); _gpuController->bind(_gbuffer->idTexture(1),GL_TEXTURE1,GL_TEXTURE_2D); _gpuController->bind(_gbuffer->idTexture(2),GL_TEXTURE2,GL_TEXTURE_2D);
/*bind le fbo que je veux remplir*/
_gpuController->bind(_pbuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_pbuffer->setReadAndDrawBuffers(GL_NONE,GL_COLOR_ATTACHMENT0_EXT);
_vbuffer->draw();
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity(); |