Use Depth Texture on OpenGL 3.3

This commit is contained in:
raysan5 2016-04-10 19:38:57 +02:00
parent c1e49d2b13
commit 284eaf1576

View File

@ -1688,7 +1688,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
target.depth.id = 0;
target.depth.width = width;
target.depth.height = height;
target.depth.format = 19; //DEPTH_COMPONENT_16BIT
target.depth.format = 19; //DEPTH_COMPONENT_24BIT
target.depth.mipmaps = 1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -1701,14 +1701,18 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#define USE_DEPTH_RENDERBUFFER
#if defined(GRAPHICS_API_OPENGL_33)
#define USE_DEPTH_TEXTURE
#else
#define USE_DEPTH_RENDERBUFFER
#endif
#if defined(USE_DEPTH_RENDERBUFFER)
// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
glGenRenderbuffers(1, &target.depth.id);
glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
#elif defined(USE_DEPTH_TEXTURE)
// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
@ -1718,7 +1722,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
#endif