if (priv->render_buffer)
{
- glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, priv->render_buffer);
- glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_RGB8, width, height);
+ glBindRenderbuffer (GL_RENDERBUFFER, priv->render_buffer);
+ glRenderbufferStorage (GL_RENDERBUFFER, GL_RGB8, width, height);
}
if (priv->has_depth_buffer || priv->has_stencil_buffer)
{
- glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, priv->depth_stencil_buffer);
+ glBindRenderbuffer (GL_RENDERBUFFER, priv->depth_stencil_buffer);
if (priv->has_stencil_buffer)
- glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, width, height);
+ glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
else
- glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
+ glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
}
priv->needs_render = TRUE;