add_input(data, pixel_format, color_space, gamma_curve);
}
+ GLuint type;
+ if (framebuffer_format == GL_RGBA8) {
+ type = GL_UNSIGNED_BYTE;
+ } else if (framebuffer_format == GL_RGBA16F || framebuffer_format == GL_RGBA32F) {
+ type = GL_FLOAT;
+ } else {
+ // Add more here as needed.
+ assert(false);
+ }
+
glGenTextures(1, &texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, framebuffer_format, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, framebuffer_format, width, height, 0, GL_RGBA, type, NULL);
check_error();
glGenFramebuffers(1, &fbo);