#include <OpenGl_Workspace.hxx>
-#include <OpenGl_ArbFBO.hxx>
#include <OpenGl_Aspects.hxx>
#include <OpenGl_Context.hxx>
#include <OpenGl_Element.hxx>
const Handle(OpenGl_Context)& aCtx = GetGlContext();
aCtx->BindTextures (Handle(OpenGl_TextureSet)(), Handle(OpenGl_ShaderProgram)());
Handle(OpenGl_FrameBuffer) aFrameBuffer = new OpenGl_FrameBuffer();
- if (!aFrameBuffer->Init (aCtx, theWidth, theHeight, GL_SRGB8_ALPHA8, GL_DEPTH24_STENCIL8, 0))
+ if (!aFrameBuffer->Init (aCtx, Graphic3d_Vec2i (theWidth, theHeight), GL_SRGB8_ALPHA8, GL_DEPTH24_STENCIL8, 0))
{
aFrameBuffer->Release (aCtx.operator->());
return Handle(OpenGl_FrameBuffer)();