Refactoring the render engine to feel a little better organized. One major issue remains with the model not rendering at the time. Possibly this is solved after fixing the outline render pass
26 lines
513 B
C++
26 lines
513 B
C++
#include "RenderBuffer.h"
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void RenderBuffer::UseDepthAndStencil (){
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600); /// NOTE: should be part of creating but kept seperate for now!
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}
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void RenderBuffer::Bind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, id);
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}
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void RenderBuffer::Unbind()
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{
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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RenderBuffer::RenderBuffer()
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{
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glGenRenderbuffers(1, &id);
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}
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RenderBuffer::~RenderBuffer()
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{
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glDeleteRenderbuffers(GL_RENDERBUFFER, &id);
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}
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