use glBindFragDataLocation instead of glDrawBuffer

This commit is contained in:
degasus
2013-01-17 11:16:12 +01:00
parent b778b86e26
commit 3054d36534
3 changed files with 3 additions and 8 deletions

View File

@ -369,9 +369,6 @@ Renderer::Renderer()
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
glDrawBuffers = glDrawBuffersARB;
if (!GLEW_ARB_texture_non_power_of_two)
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
@ -395,8 +392,6 @@ Renderer::Renderer()
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@ -1339,7 +1334,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height,
s_MSAASamples, s_MSAACoverageSamples);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
}