- glNamedFramebufferRenderbuffer(id, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
- else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, GL_RENDERBUFFER, attch.rbuf->get_id());
- }
- else if(attch.type==GL_TEXTURE_2D)
- {
- static_cast<Texture2D *>(attch.tex)->allocate(attch.level);
- if(ARB_direct_state_access)
- glNamedFramebufferTexture(id, attch.attachment, attch.tex->get_id(), attch.level);
- else
- glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
- }
- else if(attch.type==GL_TEXTURE_3D || attch.type==GL_TEXTURE_2D_ARRAY)
- {
- static_cast<Texture3D *>(attch.tex)->allocate(attch.level);
- if(ARB_direct_state_access)
- glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
- else if(attch.type==GL_TEXTURE_2D_ARRAY)
- glFramebufferTextureLayer(GL_FRAMEBUFFER, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
- else
- glFramebufferTexture3D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level, attch.layer);
- }
- else if(attch.type==GL_TEXTURE_CUBE_MAP)
- {
- static_cast<TextureCube *>(attch.tex)->allocate(attch.level);
- if(ARB_direct_state_access)
- glNamedFramebufferTextureLayer(id, attch.attachment, attch.tex->get_id(), attch.level, attch.layer);
- else
- glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);
+ {
+ if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE || attch.layer<0)
+ glNamedFramebufferTexture(id, gl_attach_point, attch.tex->get_id(), attch.level);
+ else
+ glNamedFramebufferTextureLayer(id, gl_attach_point, attch.tex->get_id(), attch.level, attch.layer);
+ }
+ else if(type==GL_TEXTURE_2D || type==GL_TEXTURE_2D_MULTISAMPLE)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, type, attch.tex->get_id(), attch.level);
+ else if(attch.layer<0)
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->get_id(), attch.level);
+ else if(type==GL_TEXTURE_2D_ARRAY)
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->get_id(), attch.level, attch.layer);
+ else if(type==GL_TEXTURE_3D)
+ glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, type, attch.tex->get_id(), attch.level, attch.layer);
+ else if(type==GL_TEXTURE_CUBE_MAP)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, TextureCube::enumerate_faces(attch.layer), attch.tex->get_id(), attch.level);