initBufferTiling (aFrameWidth, aFrameHeight, width, height);
// try to initialize framebuffer
- if (aFrameBuffer->Init (aCtx, aFrameWidth, aFrameHeight))
+ if (aFrameBuffer->Init (aCtx, aFrameWidth, aFrameHeight, GL_RGBA8, GL_DEPTH24_STENCIL8))
{
#ifdef HAVE_FREEIMAGE
// try to allocate fipImage and necessary resources