From 0f318ab1ba9685b5952d1e7801f72aa88ebdfb15 Mon Sep 17 00:00:00 2001 From: Deve Date: Tue, 5 Jul 2016 00:28:25 +0200 Subject: [PATCH] Restore checking for framebuffer completion --- src/graphics/glwrap.cpp | 8 ++++---- src/graphics/skybox.cpp | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/src/graphics/glwrap.cpp b/src/graphics/glwrap.cpp index 6324a1f55..5d97562c2 100644 --- a/src/graphics/glwrap.cpp +++ b/src/graphics/glwrap.cpp @@ -279,8 +279,8 @@ FrameBuffer::FrameBuffer(const std::vector &RTTs, size_t w, size_t h, for (unsigned i = 0; i < RTTs.size(); i++) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0); } - //~ GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //~ assert(result == GL_FRAMEBUFFER_COMPLETE_EXT); + GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); + assert(result == GL_FRAMEBUFFER_COMPLETE_EXT); } FrameBuffer::FrameBuffer(const std::vector &RTTs, GLuint DS, size_t w, @@ -304,8 +304,8 @@ FrameBuffer::FrameBuffer(const std::vector &RTTs, GLuint DS, size_t w, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DS, 0); } - //~ GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //~ assert(result == GL_FRAMEBUFFER_COMPLETE_EXT); + GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); + assert(result == GL_FRAMEBUFFER_COMPLETE_EXT); if (layered) glGenFramebuffers(1, &fbolayer); } diff --git a/src/graphics/skybox.cpp b/src/graphics/skybox.cpp index 3121427c2..d5d9251fb 100644 --- a/src/graphics/skybox.cpp +++ b/src/graphics/skybox.cpp @@ -283,8 +283,8 @@ void Skybox::generateSpecularCubemap() glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, m_specular_probe, level); - //~ GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //~ assert(status == GL_FRAMEBUFFER_COMPLETE); + GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + assert(status == GL_FRAMEBUFFER_COMPLETE); SpecularIBLGenerator::getInstance()->setTextureUnits(m_cube_map); SpecularIBLGenerator::getInstance()->setUniforms(M[face],