DEADSOFTWARE

properly check for FBO support; add OES_framebuffer_object to noGL
[d2df-sdl.git] / src / engine / e_graphics.pas
index 18f75c44ea3263119bd6bfbb429a614c05060e09..744be795cb1ea9aa0301b89519171b9ce58f4761 100644 (file)
@@ -381,6 +381,8 @@ end;
 
 procedure e_ResizeFramebuffer(Width, Height: Integer);
 begin
+  if e_NoGraphics then Exit;
+
   glBindTexture(GL_TEXTURE_2D, 0);
   glBindRenderbuffer(GL_RENDERBUFFER, 0);
   glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -416,11 +418,11 @@ begin
 
   glGenRenderbuffers(1, @e_RBO);
   glBindRenderbuffer(GL_RENDERBUFFER, e_RBO);
-  glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, Width, Height);
+  glRenderbufferStorage(GL_RENDERBUFFER, {$IFNDEF USE_GLES1}GL_DEPTH24_STENCIL8{$ELSE}GL_DEPTH_COMPONENT16{$ENDIF}, Width, Height);
 
   glBindFramebuffer(GL_FRAMEBUFFER, e_FBO);
   glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e_Frame, 0);
-  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, e_RBO);
+  glFramebufferRenderbuffer(GL_FRAMEBUFFER, {$IFNDEF USE_GLES1}GL_DEPTH_STENCIL_ATTACHMENT{$ELSE}GL_DEPTH_ATTACHMENT{$ENDIF}, GL_RENDERBUFFER, e_RBO);
 end;
 
 procedure e_ResizeWindow(Width, Height: Integer);
@@ -453,7 +455,7 @@ end;
 
 procedure e_BlitFramebuffer(WinWidth, WinHeight: Integer);
 begin
-  if (e_FBO = 0) or (e_Frame = 0) then exit;
+  if (e_FBO = 0) or (e_Frame = 0) or e_NoGraphics then exit;
   glDisable(GL_BLEND);
   glEnable(GL_TEXTURE_2D);
   glBindFramebuffer(GL_FRAMEBUFFER, 0);