diff --git a/BBGE/DarkLayer.cpp b/BBGE/DarkLayer.cpp index 53b9faf..23acfe8 100644 --- a/BBGE/DarkLayer.cpp +++ b/BBGE/DarkLayer.cpp @@ -112,7 +112,7 @@ void DarkLayer::preRender() if (useFrameBuffer) frameBuffer.startCapture(); - glClearColor(1,1,1,1); + glClearColor(1,1,1,0); glClear(GL_COLOR_BUFFER_BIT); core->render(layer, layer, false); diff --git a/BBGE/FrameBuffer.cpp b/BBGE/FrameBuffer.cpp index 2da51d9..4fd998a 100644 --- a/BBGE/FrameBuffer.cpp +++ b/BBGE/FrameBuffer.cpp @@ -118,10 +118,9 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - // FIXME: check for GL_ARB_texture_float; otherwise stick with old format - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, - 0, GL_RGBA, GL_FLOAT, 0 ); + 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 ); // Put together