GLuint create_2d_texture(GLint internal_format, GLsizei width, GLsizei height);
void release_2d_texture(GLuint texture_num);
- // Allocate an FBO used for the given internal format and dimensions,
- // or fetch a previous used if possible. Keeps ownership of the FBO;
- // you must call release_fbo() of deleting it when you no longer want it.
- // You can get an appropriate context pointer from get_gl_context_identifier().
+ // Allocate an FBO with the the given texture bound as a framebuffer attachment,
+ // or fetch a previous used if possible. Unbinds GL_FRAMEBUFFER afterwards.
+ // Keeps ownership of the FBO; you must call release_fbo() of deleting
+ // it when you no longer want it. You can get an appropriate context
+ // pointer from get_gl_context_identifier().
//
// NOTE: In principle, the FBO doesn't have a resolution or pixel format;
// you can bind almost whatever texture you want to it. However, changing
- // resolution or pixel formats can have an adverse effect on performance,
+ // textures can have an adverse effect on performance due to validation,
// in particular on NVidia cards. Also, keep in mind that FBOs are not
// shareable across contexts.
- GLuint create_fbo(void *context, GLint internal_format, GLsizei width, GLsizei height);
+ GLuint create_fbo(void *context, GLuint texture_num);
void release_fbo(GLuint fbo_num);
private:
struct FBO {
void *context;
- GLint internal_format;
- GLsizei width, height;
+ GLuint texture_num;
};
// A mapping from FBO number to format details. This is filled if the