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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