update_interval(1),
update_delay(0)
{
- env_tex.storage(RGB, size);
+ env_tex.storage(RGB, size, 1);
env_tex.set_wrap(CLAMP_TO_EDGE);
env_tex.set_min_filter(LINEAR);
depth_buf.storage(DEPTH_COMPONENT, size, size);
{
TextureCubeFace face = TextureCube::enumerate_faces(i);
fbo[i].bind();
- fbo[i].clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ fbo[i].clear();
camera.set_look_direction(env_tex.get_face_direction(face));
camera.set_up_direction(env_tex.get_t_direction(face));
renderer.set_camera(camera);