demos: fix renderbuffer leak in progs/tests/fbotexture.c

And re-org some code for testing purposes.
This commit is contained in:
Brian Paul
2009-02-27 15:46:40 -07:00
parent c6bde8873f
commit 07f96a6d8e
+21 -10
View File
@@ -26,9 +26,16 @@
static int Win = 0;
static int Width = 400, Height = 400;
static GLenum TexTarget = GL_TEXTURE_2D; /*GL_TEXTURE_RECTANGLE_ARB;*/
#if 1
static GLenum TexTarget = GL_TEXTURE_2D;
static int TexWidth = 512, TexHeight = 512;
/*static int TexWidth = 600, TexHeight = 600;*/
static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
#else
static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB;
static int TexWidth = 200, TexHeight = 200;
static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */
#endif
static GLuint TextureLevel = 0; /* which texture level to render to */
static GLuint MyFB;
static GLuint TexObj;
@@ -38,8 +45,6 @@ static GLfloat Rot = 0.0;
static GLboolean UsePackedDepthStencil = GL_FALSE;
static GLboolean UsePackedDepthStencilBoth = GL_FALSE;
static GLboolean Use_ARB_fbo = GL_FALSE;
static GLuint TextureLevel = 0; /* which texture level to render to */
static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
static GLboolean Cull = GL_FALSE;
static GLboolean Wireframe = GL_FALSE;
@@ -404,8 +409,12 @@ AttachDepthAndStencilBuffers(GLuint fbo,
return GL_FALSE;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
glDeleteRenderbuffersEXT(1, depthRbOut);
*depthRbOut = 0;
glDeleteRenderbuffersEXT(1, &rb);
return GL_FALSE;
}
*stencilRbOut = rb;
}
@@ -554,15 +563,17 @@ Init(void)
/* make two image levels */
glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
TexWidth = TexWidth >> TextureLevel;
TexHeight = TexHeight >> TextureLevel;
if (TexTarget == GL_TEXTURE_2D) {
glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
TexWidth = TexWidth >> TextureLevel;
TexHeight = TexHeight >> TextureLevel;
glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
}
glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}