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Cleaned up Canvas::checkCreateStencil a bit.
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@@ -552,18 +552,18 @@ bool Canvas::checkCreateStencil()
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gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
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GLenum format = GL_STENCIL_INDEX8;
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GLenum attachment = GL_STENCIL_ATTACHMENT;
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std::vector<GLenum> attachments = {GL_STENCIL_ATTACHMENT};
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// Prefer a combined depth/stencil buffer.
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
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{
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format = GL_DEPTH24_STENCIL8;
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attachment = GL_DEPTH_STENCIL_ATTACHMENT;
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attachments = {GL_DEPTH_STENCIL_ATTACHMENT};
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}
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else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
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{
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format = GL_DEPTH24_STENCIL8_OES;
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attachment = GL_DEPTH_ATTACHMENT;
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format = GL_DEPTH24_STENCIL8;
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attachments = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT};
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}
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glGenRenderbuffers(1, &depth_stencil);
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@@ -574,10 +574,9 @@ bool Canvas::checkCreateStencil()
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else
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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// Attach the stencil buffer to the framebuffer object.
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, depth_stencil);
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if (format == GL_DEPTH24_STENCIL8_OES)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil);
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// Attach the buffer to the framebuffer object.
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for (GLenum attachment : attachments)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, depth_stencil);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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