glw: added framebuffer status check, fixed renderbuffer creation.
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c70bd419a7
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8712813a97
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@ -11,6 +11,7 @@
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#define GLW_CHECK_GL_ERROR GLW_ASSERT(glGetError() == GL_NO_ERROR)
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#define GLW_CHECK_GL_ERROR GLW_ASSERT(glGetError() == GL_NO_ERROR)
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#define GLW_CHECK_GL_READ_FRAMEBUFFER_STATUS GLW_ASSERT(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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#define GLW_CHECK_GL_READ_FRAMEBUFFER_STATUS GLW_ASSERT(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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#define GLW_CHECK_GL_DRAW_FRAMEBUFFER_STATUS GLW_ASSERT(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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#define GLW_CHECK_GL_DRAW_FRAMEBUFFER_STATUS GLW_ASSERT(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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#define GLW_CHECK_GL_FRAMEBUFFER_STATUS GLW_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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namespace glw
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namespace glw
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{
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{
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@ -111,7 +111,7 @@ class Renderbuffer : public Renderable, public SafeRenderbuffer
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &boundName);
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &boundName);
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glGenRenderbuffers(1, &(this->m_name));
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glGenRenderbuffers(1, &(this->m_name));
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this->setBinding(GL_RENDERBUFFER_BINDING, 0);
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this->setBinding(GL_RENDERBUFFER, 0);
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this->bind();
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this->bind();
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this->allocate(args.format, args.width, args.height);
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this->allocate(args.format, args.width, args.height);
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