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| author | Ray <[email protected]> | 2023-12-20 00:51:51 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-12-20 00:51:51 +0100 |
| commit | 2fe68a8a121ec9bd864467b69c79a30a9b9eaf45 (patch) | |
| tree | 201c28e02e8645f7cce9b5ffc46350643047a582 /examples | |
| parent | e71153258b2f1b78b2d6de5578786f22582e523f (diff) | |
| download | raylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.tar.gz raylib-2fe68a8a121ec9bd864467b69c79a30a9b9eaf45.zip | |
REVIEWED PR deferred render
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/shaders_deferred_render.c | 4 |
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(); |
