something tells me this frame buffer lacks a depth buffer
something tells me this frame buffer lacks a depth buffer





[Conditional("DEBUG")]Debug.Assert only does the check in debug as well
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. <renderbuffer> does not refer to an existing renderbuffer object
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. Invalid render buffer.
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. <renderbuffer> does not refer to an existing renderbuffer object
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. Invalid render buffer.
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. <renderbuffer> does not refer to an existing renderbuffer object
LOG: [4:12:08 AM] <SDLGameWindow.cs:110/fatal> SdlGameWindow::PrintGlError(): GL_INVALID_OPERATION error generated. Invalid render buffer.[Conditional("DEBUG")]Debug.Assertpublic override uint CreateRenderTarget(uint texture, uint w, uint h)
{
// Create a framebuffer.
var fbo = _gl.GenFramebuffer();
// Create a render buffer object for the depth buffer.
var rbo = _gl.GenRenderbuffer();
_gl.NamedRenderbufferStorage(rbo, GLEnum.Depth24Stencil8, w, h);
// Attach it to the texture.
_gl.BindFramebuffer(GLEnum.Framebuffer, fbo);
_gl.FramebufferTexture2D(GLEnum.Framebuffer, GLEnum.ColorAttachment0, GLEnum.Texture2D, texture, 0);
_gl.FramebufferRenderbuffer(GLEnum.Framebuffer, GLEnum.DepthStencilAttachment, GLEnum.Renderbuffer, rbo);
_gl.DrawBuffer(GLEnum.ColorAttachment0);
_gl.BindFramebuffer(GLEnum.Framebuffer, 0);
// Return it.
return fbo;
}