Remove pointless framebuffer status check. glReadBuffer doesn't work with gl_depth_attachment, thus will always complain about readbuffer being absent. (it checks GL_COLOR_ATTACHMENT0, which isn't present because this check is before we attach color attachments.)

This commit is contained in:
Shyotl
2012-10-22 02:55:21 -05:00
parent dff6171605
commit 19390eaec3

View File

@@ -49,7 +49,7 @@ void check_framebuffer_status()
case GL_FRAMEBUFFER_COMPLETE: case GL_FRAMEBUFFER_COMPLETE:
break; break;
default: default:
llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl; llwarns << "check_framebuffer_status failed -- " << std::hex << status << std::dec << llendl;
ll_fail("check_framebuffer_status failed"); ll_fail("check_framebuffer_status failed");
break; break;
} }
@@ -813,7 +813,6 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
{ {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
} }
check_framebuffer_status();
} }
stop_glerror(); stop_glerror();