#include "framebuffer.h"
#include "lighting.h"
#include "postprocessor.h"
-#include "renderbuffer.h"
#include "renderer.h"
#include "sequence.h"
#include "texture2d.h"
{
unsigned j = i%2;
renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
- const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
- const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
+ const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
+ const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
postproc[i].postproc->render(renderer, color, depth);
}
}
}
PixelFormat color_pf = (hdr ? (alpha ? RGBA16F : RGB16F) : (alpha ? RGBA8 : RGB8));
- RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
+ FrameFormat fmt = (COLOR_ATTACHMENT,color_pf, DEPTH_ATTACHMENT);
if(!postproc.empty() || samples)
{
if(!target[0])
}
if(!target_ms && samples)
- target_ms = new RenderTarget(width, height, samples, fmt);
+ target_ms = new RenderTarget(width, height, fmt.set_samples(samples));
#ifdef DEBUG
if(!debug_name.empty())