// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(x, y, width, height);
if (dither_effect != NULL) {
CHECK(dither_effect->set_int("output_width", width));
output_node->output_texture,
0);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
}