#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QOpenGLDebugLogger>
+#include <QOpenGLExtraFunctions>
#include <QOpenGLFramebufferObject>
-#include <QOpenGLFunctions>
-#include <QOpenGLFunctions_3_2_Core>
#include <QPointer>
#include <QScopedValueRollback>
#include <QScreen>
{
return false;
}
- QOpenGLFunctions_3_2_Core* f = this->Context->versionFunctions<QOpenGLFunctions_3_2_Core>();
+ QOpenGLExtraFunctions* f = this->Context->extraFunctions();
if (!f)
{
return false;
}
f->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetId);
- f->glDrawBuffer(targetAttachment);
+ const GLenum bufs[1] = { static_cast<GLenum>(targetAttachment) };
+ f->glDrawBuffers(1, bufs);
f->glBindFramebuffer(GL_READ_FRAMEBUFFER, this->FBO->handle());
f->glReadBuffer(
{
Q_ASSERT(this->Context && this->FBO);
- QOpenGLFunctions_3_2_Core* f = this->Context->versionFunctions<QOpenGLFunctions_3_2_Core>();
+ QOpenGLFunctions* f = this->Context->functions();
if (f)
{
// now clear alpha otherwise we end up blending the rendering with