@@ -102,21 +102,6 @@ protected void prepareFrameBuffers() {
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GLES20 .glBindFramebuffer (GLES20 .GL_FRAMEBUFFER , frameBuffers .get (0 ));
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GlUtil .checkGlError ("glBindFramebuffer" );
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- //Generate render buffers
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- GLES20 .glGenRenderbuffers (1 , renderBuffers );
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- GlUtil .checkGlError ("glGenRenderbuffers" );
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- //Bind render buffers
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- GLES20 .glBindRenderbuffer (GLES20 .GL_RENDERBUFFER , renderBuffers .get (0 ));
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- GlUtil .checkGlError ("glBindRenderbuffer" );
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- //Allocate memory to render buffers
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- GLES20 .glRenderbufferStorage (GLES20 .GL_RENDERBUFFER , GLES20 .GL_DEPTH_COMPONENT16 , width , height );
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- GlUtil .checkGlError ("glRenderbufferStorage" );
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-
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- //Attach render buffer to frame buffer
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- GLES20 .glFramebufferRenderbuffer (GLES20 .GL_FRAMEBUFFER , GLES20 .GL_DEPTH_ATTACHMENT ,
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- GLES20 .GL_RENDERBUFFER , renderBuffers .get (0 ));
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- GlUtil .checkGlError ("glFramebufferRenderbuffer" );
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-
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GLES20 .glGenTextures (1 , customTexture );
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GlUtil .checkGlError ("glGenTextures" );
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@@ -149,13 +134,6 @@ protected void prepareFrameBuffers() {
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GLES20 .GL_TEXTURE_2D , customTexture .get (0 ), 0 );
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GlUtil .checkGlError ("glFramebufferTexture2D" );
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- /*
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- //No sure if this is required in opengl es 2. Ignoring as of now.
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- IntBuffer drawBuffers = IntBuffer.allocate(1);
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- drawBuffers.put(0, GLES20.GL_COLOR_ATTACHMENT0);
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- GLES30.glDrawBuffers(1, drawBuffers);
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- */
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-
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// See if GLES is happy with all this.
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int status = GLES20 .glCheckFramebufferStatus (GLES20 .GL_FRAMEBUFFER );
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if (status != GLES20 .GL_FRAMEBUFFER_COMPLETE ) {
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