Hi,
I have found in glFunctions.h :
public:
// buffer object functions
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
// program object functions
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
// shader object functions
PFNGLCREATESHADERPROC glCreateShader;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLDETACHSHADERPROC glDetachShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLGETSHADERIVPROC glGetShaderiv;
// misc functions
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate;
} _table;
The function glGenFramebuffers is missing. In order to use FBO with
Equalizer,
I am assuming that I must update the glFunctions.h method? Or is there a
way to use
it without doing so? Yes, I know that if I generate the FBO inside
Channel or Window,
it will probably work. But what if I generate the FBO object inside a
class member, and
the class instance is only a variable of Channel? Then what? I must then
use the object
manager?
Thanks,
Gordon
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