Working on adapting for Windows

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Vladislav Khorev committed 2026-07-20 20:48:41 +03:00
1 parent 1c20333f30
commit d39f5ca68b
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@@ -87,13 +87,13 @@ namespace FRG {
GL_TEXTURE_2D, depthTexture, 0);
// No color buffer for this FBO — depth only.
//#ifdef EMSCRIPTEN
#if defined(EMSCRIPTEN) || defined(__ANDROID__)
GLenum drawBuffers[] = { GL_NONE };
glDrawBuffers(1, drawBuffers);
/*#else
#else
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
#endif*/
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {