Managing to get GBM working
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@ -25,11 +25,11 @@ void frameBufferInit(framebuffer_t *fb, int32_t w, int32_t h) {
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// Render Buffer
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glGenRenderbuffers(1, &fb->rboId);
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glBindRenderbuffer(GL_RENDERBUFFER, fb->rboId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, fb->rboId
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);
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// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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// GL_RENDERBUFFER, fb->rboId
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// );
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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uint32_t error;
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@ -17,6 +17,8 @@ void renderInit() {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glClearColor(1.0, 0, 0, 1.0);
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}
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void renderFrameStart(render_t *render) {
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@ -30,8 +30,10 @@ void textureInit(texture_t *texture, int32_t width, int32_t height,
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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