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WindowsではGL_DEPTH_STENCIL_ATTACHMENTが未定義(zakki)
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src/hsp3dish/gameplay/src/FrameBuffer.cpp

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Original file line numberDiff line numberDiff line change
@@ -261,12 +261,18 @@ void FrameBuffer::setDepthStencilTarget(DepthStencilTarget* target)
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// Attach the render buffer to the framebuffer
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if (target->isPacked())
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{
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#ifdef __EMSCRIPTEN__
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GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) );
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#else
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GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) );
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GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) );
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#endif
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}
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else if (target->getFormat() == DepthStencilTarget::DEPTH_STENCIL)
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{
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#ifdef __EMSCRIPTEN__
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GP_WARN("Unexpected status %d %zu %zu", target->isPacked(), _depthStencilTarget->_depthBuffer, _depthStencilTarget->_stencilBuffer);
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#else
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GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_depthBuffer) );
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GL_ASSERT( glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthStencilTarget->_stencilBuffer) );
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#endif

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