From 542601fd9dafe4f219d9f3939f8a78cb9b7ea931 Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Wed, 1 Jun 2016 13:58:54 -0700 Subject: [PATCH] Fix invalid GL 4.5 calls --- libraries/gpu-gl/src/gpu/gl45/GL45BackendOutput.cpp | 4 ++-- libraries/gpu-gl/src/gpu/gl45/GL45BackendTransform.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/libraries/gpu-gl/src/gpu/gl45/GL45BackendOutput.cpp b/libraries/gpu-gl/src/gpu/gl45/GL45BackendOutput.cpp index 7f511be3e8..b846dd4df3 100644 --- a/libraries/gpu-gl/src/gpu/gl45/GL45BackendOutput.cpp +++ b/libraries/gpu-gl/src/gpu/gl45/GL45BackendOutput.cpp @@ -93,9 +93,9 @@ public: // Last but not least, define where we draw if (!_colorBuffers.empty()) { - glDrawBuffers((GLsizei)_colorBuffers.size(), _colorBuffers.data()); + glNamedFramebufferDrawBuffers(_id, (GLsizei)_colorBuffers.size(), _colorBuffers.data()); } else { - glDrawBuffer(GL_NONE); + glNamedFramebufferDrawBuffer(_id, GL_NONE); } // Now check for completness diff --git a/libraries/gpu-gl/src/gpu/gl45/GL45BackendTransform.cpp b/libraries/gpu-gl/src/gpu/gl45/GL45BackendTransform.cpp index fd49729164..96afb4cc71 100644 --- a/libraries/gpu-gl/src/gpu/gl45/GL45BackendTransform.cpp +++ b/libraries/gpu-gl/src/gpu/gl45/GL45BackendTransform.cpp @@ -19,7 +19,7 @@ void GL45Backend::initTransform() { _transform._objectBuffer = transformBuffers[0]; _transform._cameraBuffer = transformBuffers[1]; _transform._drawCallInfoBuffer = transformBuffers[2]; - glCreateTextures(1, GL_TEXTURE_2D, &_transform._objectBufferTexture); + glCreateTextures(GL_TEXTURE_BUFFER, 1, &_transform._objectBufferTexture); size_t cameraSize = sizeof(TransformStageState::CameraBufferElement); while (_transform._cameraUboSize < cameraSize) { _transform._cameraUboSize += _uboAlignment; @@ -59,9 +59,9 @@ void GL45Backend::transferTransformState(const Batch& batch) const { #ifdef GPU_SSBO_DRAW_CALL_INFO glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._objectBuffer); #else + glTextureBuffer(_transform._objectBufferTexture, GL_RGBA32F, _transform._objectBuffer); glActiveTexture(GL_TEXTURE0 + TRANSFORM_OBJECT_SLOT); glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture); - glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer); #endif CHECK_GL_ERROR();