case GL_STENCIL_ATTACHMENT:\r
framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);\r
break;\r
+ case GL_DEPTH_STENCIL_ATTACHMENT:\r
+ if(clientVersion >= 3)\r
+ {\r
+ framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);\r
+ framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);\r
+ break;\r
+ }\r
+ else return error(GL_INVALID_ENUM);\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r
attachmentType = framebuffer->getStencilbufferType();\r
attachmentHandle = framebuffer->getStencilbufferName();\r
break;\r
+ case GL_DEPTH_STENCIL_ATTACHMENT:\r
+ if(clientVersion >= 3)\r
+ {\r
+ attachmentType = framebuffer->getDepthbufferType();\r
+ attachmentHandle = framebuffer->getDepthbufferName();\r
+ if(attachmentHandle != framebuffer->getStencilbufferName())\r
+ {\r
+ // Different attachments to DEPTH and STENCIL, query fails\r
+ return error(GL_INVALID_OPERATION);\r
+ }\r
+ }\r
+ else return error(GL_INVALID_ENUM);\r
default:\r
return error(GL_INVALID_ENUM);\r
}\r