| 40 | } |
| 41 | |
| 42 | void RenderTarget::Resize(int w, int h) |
| 43 | { |
| 44 | width = w; |
| 45 | height = h; |
| 46 | glBindTexture(GL_TEXTURE_2D, fbo_texture); |
| 47 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| 48 | glBindTexture(GL_TEXTURE_2D, 0); |
| 49 | |
| 50 | if (hasdepthbuffer) |
| 51 | { |
| 52 | glBindRenderbuffer(GL_RENDERBUFFER, rbo_depth); |
| 53 | glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); |
| 54 | glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| 55 | } |
| 56 | } |
| 57 | |
| 58 | void RenderTarget::Clear(float r, float g, float b, float a) |
| 59 | { |