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authorRay <[email protected]>2023-12-20 00:51:51 +0100
committerRay <[email protected]>2023-12-20 00:51:51 +0100
commit2fe68a8a121ec9bd864467b69c79a30a9b9eaf45 (patch)
tree201c28e02e8645f7cce9b5ffc46350643047a582 /examples/shaders
parente71153258b2f1b78b2d6de5578786f22582e523f (diff)
downloadraylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.tar.gz
raylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.zip
REVIEWED PR deferred render
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/shaders_deferred_render.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c
index 9df1b249..6ba71e4e 100644
--- a/examples/shaders/shaders_deferred_render.c
+++ b/examples/shaders/shaders_deferred_render.c
@@ -254,8 +254,8 @@ int main(void)
EndMode3D();
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
- rlBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.framebuffer);
- rlBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
+ rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlDisableFramebuffer();