paint_data = gdk_gl_context_get_paint_data (paint_context);
if (paint_data->tmp_framebuffer == 0)
- glGenFramebuffersEXT (1, &paint_data->tmp_framebuffer);
+ glGenFramebuffers (1, &paint_data->tmp_framebuffer);
if (source_type == GL_RENDERBUFFER)
{
cairo_surface_set_device_scale (image, buffer_scale, buffer_scale);
framebuffer = paint_data->tmp_framebuffer;
- glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, framebuffer);
+ glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
if (source_type == GL_RENDERBUFFER)
{
/* Create a framebuffer with the source renderbuffer and
make it the current target for reads */
- glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_RENDERBUFFER_EXT, source);
+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, source);
}
else
{
- glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, source, 0);
+ glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, source, 0);
}
glPixelStorei (GL_PACK_ALIGNMENT, 4);
glPixelStorei (GL_PACK_ROW_LENGTH, 0);
- glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer (GL_FRAMEBUFFER, 0);
cairo_surface_mark_dirty (image);
priv->have_buffers = TRUE;
- glGenFramebuffersEXT (1, &priv->frame_buffer);
+ glGenFramebuffers (1, &priv->frame_buffer);
if ((priv->has_depth_buffer || priv->has_stencil_buffer))
{
if (priv->depth_stencil_buffer == 0)
- glGenRenderbuffersEXT (1, &priv->depth_stencil_buffer);
+ glGenRenderbuffers (1, &priv->depth_stencil_buffer);
}
else if (priv->depth_stencil_buffer != 0)
{
/* Delete old depth/stencil buffer */
- glDeleteRenderbuffersEXT (1, &priv->depth_stencil_buffer);
+ glDeleteRenderbuffers (1, &priv->depth_stencil_buffer);
priv->depth_stencil_buffer = 0;
}
else if (priv->needs_resize)
gtk_gl_area_allocate_buffers (area);
- glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, priv->frame_buffer);
+ glBindFramebuffer (GL_FRAMEBUFFER, priv->frame_buffer);
if (priv->texture != NULL)
- glFramebufferTexture2D (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, priv->texture->id, 0);
if (priv->depth_stencil_buffer)
{
if (priv->has_depth_buffer)
- glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, priv->depth_stencil_buffer);
+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, priv->depth_stencil_buffer);
if (priv->has_stencil_buffer)
- glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, priv->depth_stencil_buffer);
+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, priv->depth_stencil_buffer);
}
}
if (priv->depth_stencil_buffer != 0)
{
- glDeleteRenderbuffersEXT (1, &priv->depth_stencil_buffer);
+ glDeleteRenderbuffers (1, &priv->depth_stencil_buffer);
priv->depth_stencil_buffer = 0;
}
if (priv->frame_buffer != 0)
{
- glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
- glDeleteFramebuffersEXT (1, &priv->frame_buffer);
+ glBindFramebuffer (GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers (1, &priv->frame_buffer);
priv->frame_buffer = 0;
}
}
else
glDisable (GL_DEPTH_TEST);
- status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
- if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
+ status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
+ if (status == GL_FRAMEBUFFER_COMPLETE)
{
Texture *texture;