ref: 676d4ef6eeeaa380c586f80c49449bd7a5336ce8
parent: 5fcf2feec81e753d0188bb10da9db0a5ee061957
author: Dominic Szablewski <[email protected]>
date: Tue Aug 15 14:04:05 EDT 2023
Use glGenTextures() and glFramebufferTexture2D() everywhere instead of creating stubs; close #20
--- a/src/render_gl.c
+++ b/src/render_gl.c
@@ -3,10 +3,7 @@
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
-
- void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) {
- glGenTextures(1, name);
- }
+
#define glGenVertexArrays glGenVertexArraysAPPLE
#define glBindVertexArray glBindVertexArrayAPPLE
#define glDeleteVertexArrays glDeleteVertexArraysAPPLE
@@ -15,16 +12,6 @@
#elif defined(__unix__)
#include <GL/glew.h>
- #ifdef __EMSCRIPTEN__
- void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) {
- glGenTextures(1, name);
- }
-
- void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) {
- glFramebufferTexture2D(target, attachment, GL_TEXTURE_2D, texture, level);
- }
- #endif
-
// WINDOWS
#else
#include <windows.h>
@@ -419,7 +406,7 @@
// Atlas Texture
- glCreateTextures(GL_TEXTURE_2D, 1, &atlas_texture);
+ glGenTextures(1, &atlas_texture);
glBindTexture(GL_TEXTURE_2D, atlas_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RENDER_USE_MIPMAPS ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
@@ -559,7 +546,7 @@
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, backbuffer_depth_buffer);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, backbuffer_texture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, backbuffer_texture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, backbuffer_depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, RENDER_DEPTH_BUFFER_INTERNAL_FORMAT, backbuffer_size.x, backbuffer_size.y);