Temporarily disabled checking for framebuffer completion

This commit is contained in:
Deve 2016-06-25 15:11:52 +02:00
parent ce8a1c4e1b
commit c26f7a91d7
2 changed files with 6 additions and 6 deletions

View File

@ -280,8 +280,8 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h,
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
}
#ifndef ANDROID
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
//~ GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//~ assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
#endif
}
@ -307,8 +307,8 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w,
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DS, 0);
}
#ifndef ANDROID
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);
#endif

View File

@ -284,8 +284,8 @@ 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],