- if(!old)
- get(GL_VIEWPORT, sys_viewport);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
- if(width && height)
- viewport(0, 0, width, height);
+ GLenum color_buf = GL_NONE;
+ 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_buf = attch.attachment;
+ }
+
+ glDrawBuffer(color_buf);