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### #Actualfread

Posted 03 June 2014 - 06:53 AM

Detach it from the framebuffer via glFramebufferTexture2D().

L. Spiro

What? How? I didn't use it! I guess you must be right, now I'm gonna try...

i've tried that way, but it doesnt work:

for (int i = 0 ; i < 6 ; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, 0);
}

### #2fread

Posted 03 June 2014 - 05:11 AM

Detach it from the framebuffer via glFramebufferTexture2D().

L. Spiro

What? How? I didn't use it! I guess you must be right, now I'm gonna try...

i've tried that way, but it doesnt work:

for (u32 i = 0 ; i < 6 ; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, 0);
}

### #1fread

Posted 03 June 2014 - 04:42 AM

Detach it from the framebuffer via glFramebufferTexture2D().

L. Spiro

What? How? I didn't use it! I guess you must be right, now I'm gonna try...

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