Stencil support for OpenGL added - requires OpenGL >= 3
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@ -1601,7 +1601,8 @@ void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & scre
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screen_width, screen_height);
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}
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#else
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, screen_width, screen_height);
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//OpenGL >= 3.0 is required
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, screen_width, screen_height);
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#endif
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}
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@ -1622,10 +1623,14 @@ void fullscreenQuadCreateTemporaryFBO(float & screenToNativeXScale, float & scre
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glBindFramebuffer(GL_FRAMEBUFFER, fullscreenQuad.framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fullscreenQuad.framebufferTexture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fullscreenQuad.framebufferRenderbuffer);
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#ifdef GLES
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if (isExtensionSupported("GL_OES_packed_depth_stencil")) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fullscreenQuad.framebufferRenderbuffer);
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}
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#else
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//OpenGL >= 3.0 is required
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fullscreenQuad.framebufferRenderbuffer);
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#endif
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GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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verify(uStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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