7 glGenFramebuffers(1,&m_FramebufferID);
10 glGenTextures(1,&m_ColorbufferID);
11 glBindTexture(GL_TEXTURE_2D,m_ColorbufferID);
13 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
14 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
16 glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,m_ColorbufferID,0);
18 GLenum framebuffer_status=glCheckFramebufferStatus(GL_FRAMEBUFFER);
19 if(framebuffer_status!=GL_FRAMEBUFFER_COMPLETE){
20 std::cerr<<
"glCheckFramebufferStatus returned: "<<framebuffer_status<<
'\n';