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gpu: fix depth buffer on direct3d and headless opengl
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -194,6 +194,7 @@ func (b *Backend) NewFramebuffer(tex backend.Texture, depthBits int) (backend.Fr
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depthBuf := b.funcs.CreateRenderbuffer()
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b.funcs.BindRenderbuffer(RENDERBUFFER, depthBuf)
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b.funcs.RenderbufferStorage(RENDERBUFFER, size, gltex.width, gltex.height)
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b.funcs.FramebufferRenderbuffer(FRAMEBUFFER, DEPTH_ATTACHMENT, RENDERBUFFER, depthBuf)
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fbo.depthBuf = depthBuf
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fbo.hasDepth = true
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if err := glErr(b.funcs); err != nil {
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@@ -129,6 +129,7 @@ type Functions interface {
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EnableVertexAttribArray(a Attrib)
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EndQuery(target Enum)
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FramebufferTexture2D(target, attachment, texTarget Enum, t Texture, level int)
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FramebufferRenderbuffer(target, attachment, renderbuffertarget Enum, renderbuffer Renderbuffer)
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GetBinding(pname Enum) Object
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GetError() Enum
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GetInteger(pname Enum) int
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