public DepthBuffer(FrameBuffer buffer, DepthType type) : base(buffer) { MakeCurrent(); OpenGL.glRenderbufferStorage(OpenGL.Const.GL_RENDERBUFFER, (uint)type, buffer.Width, buffer.Height); OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_FRAMEBUFFER, OpenGL.Const.GL_DEPTH_ATTACHMENT, OpenGL.Const.GL_RENDERBUFFER, handle); }
public StencilBuffer(FrameBuffer buffer) : base(buffer) { MakeCurrent(); OpenGL.glRenderbufferStorage(OpenGL.Const.GL_RENDERBUFFER, OpenGL.Const.GL_STENCIL_INDEX8, buffer.Width, buffer.Height); OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_RENDERBUFFER, OpenGL.Const.GL_STENCIL_ATTACHMENT, OpenGL.Const.GL_RENDERBUFFER, handle); }
public ColorBuffer(FrameBuffer fb, InternalFormat fmt) : base(fb) { //fb.MakeCurrent(); MakeCurrent(); OpenGL.glRenderbufferStorage(OpenGL.Const.GL_RENDERBUFFER, (uint)fmt, fb.Width, fb.Height); OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_FRAMEBUFFER, OpenGL.Const.GL_COLOR_ATTACHMENT0, OpenGL.Const.GL_RENDERBUFFER, handle); }