On 06/16/2011 07:14 AM, Brian Paul wrote:
> On 06/15/2011 06:34 PM, Chad Versace wrote:
>> If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
>> the them.
>>
>> For example, if hardware requires separate depth and stencil buffers
>> (X8_Z24 and S8), then glRenderbufferStorage(
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On 06/16/2011 07:14 AM, Brian Paul wrote:
> On 06/15/2011 06:34 PM, Chad Versace wrote:
>> If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
>> the them.
>>
>> For example, if hardware requires separate depth and stencil buffers
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On 06/15/2011 05:34 PM, Chad Versace wrote:
> If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
> the them.
>
> For example, if hardware requires separate depth and stencil buffers
> (X8_Z24 and S8), then glRenderbufferStorage(G
On 06/15/2011 06:34 PM, Chad Versace wrote:
If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
the them.
For example, if hardware requires separate depth and stencil buffers
(X8_Z24 and S8), then glRenderbufferStorage(GL_DEPTH24_STENCIL8) may
create a fake S8_Z24 renderbuff
If a renderbuffer wraps multiple renderbuffers, then Unwrapped points to
the them.
For example, if hardware requires separate depth and stencil buffers
(X8_Z24 and S8), then glRenderbufferStorage(GL_DEPTH24_STENCIL8) may
create a fake S8_Z24 renderbuffer for which Unwrapped[BUFFER_DEPTH] and
Unwra