qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ if (vid.support.ext_framebuffer_object)
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
qglEnableVertexAttribArray(GLES2ATTRIB_POSITION);
qglVertexAttribPointer(GLES2ATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);
// GLES does not have glDrawRangeElements, and generally
// underperforms with index buffers, so this code path is
// relatively straightforward...
+ //if (qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT)
+ // Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
if (element3s)
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);