Searched refs:mFboDepthId (Results 1 – 3 of 3) sorted by relevance
152 glGenRenderbuffers(1, &mFboDepthId); in setUp()153 glBindRenderbuffer(GL_RENDERBUFFER, mFboDepthId); in setUp()157 GL_RENDERBUFFER, mFboDepthId); in setUp()188 mFboDepthId = 0; in setUp()208 if (mFboDepthId != 0) { in tearDown()209 glDeleteRenderbuffers(1, &mFboDepthId); in tearDown()210 mFboDepthId = 0; in tearDown()242 GL_RENDERBUFFER, mFboDepthId); in draw()
46 GLuint mFboDepthId;// Depth buffer id variable
124 GL_RENDERBUFFER, mFboDepthId); in setUp()213 GL_RENDERBUFFER, mFboDepthId); in drawWorkload()234 GL_RENDERBUFFER, mFboDepthId); in drawWorkload()