+void Framebuffer::update_attachment(unsigned mask) const
+{
+ if(current()==this)
+ {
+ std::vector<GLenum> color_bufs;
+ color_bufs.reserve(attachments.size());
+ for(unsigned i=0; i<attachments.size(); ++i)
+ {
+ const Attachment &attch = attachments[i];
+ if(mask&(1<<i))
+ {
+ if(attch.type==GL_RENDERBUFFER)
+ 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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.type, attch.tex->get_id(), attch.level);
+ }
+ else if(attch.type==GL_TEXTURE_CUBE_MAP)
+ {
+ static_cast<TextureCube *>(attch.tex)->allocate(attch.level);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, attch.attachment, attch.cube_face, attch.tex->get_id(), attch.level);
+ }
+ else
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, attch.attachment, 0, 0);
+ }
+
+ if(attch.attachment>=COLOR_ATTACHMENT0 && attch.attachment<=COLOR_ATTACHMENT3)
+ color_bufs.push_back(attch.attachment);
+ }
+
+ if(color_bufs.size()>1)
+ static Require _req(ARB_draw_buffers);
+
+ GLenum first_buffer = (color_bufs.empty() ? GL_NONE : color_bufs.front());
+ if(ARB_draw_buffers)
+ glDrawBuffers(color_bufs.size(), &color_bufs[0]);
+ else if(MSP_draw_buffer)
+ glDrawBuffer(first_buffer);
+
+ if(MSP_draw_buffer)
+ glReadBuffer(first_buffer);
+ }
+ else
+ dirty |= mask;
+}
+
+void Framebuffer::check_size()