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Removed some duplicated code for render textures in the iOS/Mac code path.
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CCRendererGLSupport.m

Lines changed: 3 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -316,20 +316,9 @@ -(instancetype)initWithTexture:(CCTexture *)texture depthStencilFormat:(GLuint)d
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glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
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// associate texture with FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.name, 0);
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if(depthStencilFormat){
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//create and attach depth buffer
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glGenRenderbuffers(1, &_depthRenderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
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// if depth format is the one with stencil part, bind same render buffer as stencil attachment
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if(depthStencilFormat == GL_DEPTH24_STENCIL8){
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
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}
319+
// if depth format is the one with stencil part, bind same render buffer as stencil attachment
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if(depthStencilFormat == GL_DEPTH24_STENCIL8){
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
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}
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}
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