return Standard_True;
}
- myRaytraceFBO1->ColorTexture()->Bind (myGlContext,
- GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
+ myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
myPostFSAAProgram->Bind (myGlContext);
if (anIt != 3) // set input for the next pass
{
- aFramebuffer->ColorTexture()->Bind (myGlContext);
+ aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
aFramebuffer->UnbindBuffer (myGlContext);
}
}