depth_buf = new Renderbuffer;
depth_buf->storage(DEPTH_COMPONENT, width, height);
fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
- Framebuffer::unbind();
}
}
if(fbo)
{
fbo->bind();
- clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)