SDI Technologies iH30 Spécifications Page 19

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Data Transfer
Quadro SDI Output PG-03776-001_v06 | 14
Code Listing 8: Configuring a Frame Buffer Object
GLuint fboId;
GLuit textureObject;
GLuint renderbufferIds[2];
glGenRenderbuffersEXT(numRenderbuffers, renderbufferIds);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbufferIds[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
width, height);
if (depth) {
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,
renderbufferIds[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT,
width, height);
}
glGenFramebuffersEXT(1, &fboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
if (!textureObject) {
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
renderbufferIds[0]);
} else {
glBindTexture(GL_TEXTURE_RECTANGLE_NV, textureObject);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_NV,
textureObject, 0 );
}
if (depth) {
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT,
renderbufferIds[1]);
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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