check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL);
check_error();
glGenFramebuffers(1, &fbo);
1.0f, 1.0f,
1.0f, 0.0f
};
- float texcoords[] = {
- 0.25f, 0.0f,
- 0.25f, 0.0f,
- 0.75f, 0.0f,
- 0.75f, 0.0f
- };
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(texcoords), texcoords);
+ GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same data.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();