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15 changes: 9 additions & 6 deletions code/graphics/opengl/gropengltexture.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1866,10 +1866,10 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl

GL_state.Texture.Enable(0);

// render buffer
// glGenRenderbuffers(1, &new_fbo.renderbuffer_id);
// glBindRenderbuffer(GL_RENDERBUFFER, new_fbo.renderbuffer_id);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, *w, *h);
// render buffer (depth)
glGenRenderbuffers(1, &new_fbo->renderbuffer_id);
glBindRenderbuffer(GL_RENDERBUFFER, new_fbo->renderbuffer_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, *w, *h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

// frame buffer
Expand All @@ -1883,7 +1883,7 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, ts->texture_id, 0, 0);
}

// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, new_fbo.renderbuffer_id);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, new_fbo->renderbuffer_id);

if ( opengl_check_framebuffer() ) {
// Oops!! reset everything and then bail
Expand All @@ -1898,7 +1898,10 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl

glDeleteFramebuffers(1, &new_fbo->framebuffer_id);

// glDeleteRenderbuffersEXT(1, &new_fbo.renderbuffer_id);
if (new_fbo->renderbuffer_id) {
glDeleteRenderbuffers(1, &new_fbo->renderbuffer_id);
new_fbo->renderbuffer_id = 0;
}

opengl_set_texture_target();
opengl_free_fbo_slot(fbo_id);
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5 changes: 4 additions & 1 deletion code/graphics/opengl/gropengltnl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -822,7 +822,10 @@ void opengl_tnl_set_model_material(model_material *material_info)
opengl_tnl_set_material(material_info, false, false);

if ( GL_state.CullFace() ) {
GL_state.FrontFaceValue(GL_CW);
// Model rendering uses CW front faces in the default backbuffer path.
// Render-to-texture flips the projection vertically, which flips winding,
// so we must invert the front-face definition there.
GL_state.FrontFaceValue(gr_screen.rendering_to_texture != -1 ? GL_CCW : GL_CW);
}

gr_set_center_alpha(material_info->get_center_alpha());
Expand Down