mirror of https://github.com/raysan5/raylib
REVIEWED: `rlLoadFramebuffer()`, parameters not required
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@ -718,7 +718,7 @@ RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int form
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RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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// Framebuffer management (fbo)
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RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
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RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer
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RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
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RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
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RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
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@ -3456,7 +3456,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
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// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
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// We are using Option 1, just need to care for texture format on retrieval
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// NOTE: This behaviour could be conditioned by graphic driver...
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unsigned int fboId = rlLoadFramebuffer(width, height);
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unsigned int fboId = rlLoadFramebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, fboId);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -3510,7 +3510,7 @@ unsigned char *rlReadScreenPixels(int width, int height)
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//-----------------------------------------------------------------------------------------
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// Load a framebuffer to be used for rendering
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// NOTE: No textures attached
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unsigned int rlLoadFramebuffer(int width, int height)
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unsigned int rlLoadFramebuffer(void)
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{
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unsigned int fboId = 0;
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