- //FBO
- glGenFramebuffersEXT(1, &fbo);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
- glGenRenderbuffersEXT(1, &depth);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, Size, Size);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
- glGenTextures(1, &TextureSave);
- glBindTexture(GL_TEXTURE_2D, TextureSave);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- 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, Size, Size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, TextureSave, 0);