sub allocate_fbo_texture{ my ($class,$width,$height) = @_; (my $texture_id) = glGenTextures_p(1); (my $fbo) = glGenFramebuffersEXT_p(1); (my $render_buffer) = glGenRenderbuffersEXT_p(1); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $fbo); glBindTexture(GL_TEXTURE_2D, $texture_id); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, $render_buffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D_c(GL_TEXTURE_2D,0,GL_RGBA8,$width,$height,0,GL_RGBA,GL_UNSIGNED_BYTE,0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, $texture_id, 0); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, $width,$height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, $render_buffer); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); return ($fbo,$texture_id, $render_buffer); }; sub enable { my $self = shift; glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0,$self->width, $self->height); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $self->fbo); my $res = $self->shader->Enable(); if ($self->config->{enable}) { $self->config->{enable}->($self); }; };