#include "RenderBuffer.h" void RenderBuffer::UseDepthAndStencil (){ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now! } void RenderBuffer::Bind() { glBindRenderbuffer(GL_RENDERBUFFER, id); } void RenderBuffer::Unbind() { glBindRenderbuffer(GL_RENDERBUFFER, 0); } RenderBuffer::RenderBuffer() { glGenRenderbuffers(1, &id); } RenderBuffer::~RenderBuffer() { glDeleteRenderbuffers(GL_RENDERBUFFER, &id); }