@@ -1866,10 +1866,10 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
18661866
18671867 GL_state.Texture .Enable (0 );
18681868
1869- // render buffer
1870- // glGenRenderbuffers(1, &new_fbo. renderbuffer_id);
1871- // glBindRenderbuffer(GL_RENDERBUFFER, new_fbo. renderbuffer_id);
1872- // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, *w, *h);
1869+ // render buffer (depth)
1870+ glGenRenderbuffers (1 , &new_fbo-> renderbuffer_id );
1871+ glBindRenderbuffer (GL_RENDERBUFFER, new_fbo-> renderbuffer_id );
1872+ glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, *w, *h);
18731873 glBindRenderbuffer (GL_RENDERBUFFER, 0 );
18741874
18751875 // frame buffer
@@ -1883,7 +1883,7 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
18831883 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, ts->texture_id , 0 , 0 );
18841884 }
18851885
1886- // glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, new_fbo. renderbuffer_id);
1886+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, new_fbo-> renderbuffer_id );
18871887
18881888 if ( opengl_check_framebuffer () ) {
18891889 // Oops!! reset everything and then bail
@@ -1898,7 +1898,10 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
18981898
18991899 glDeleteFramebuffers (1 , &new_fbo->framebuffer_id );
19001900
1901- // glDeleteRenderbuffersEXT(1, &new_fbo.renderbuffer_id);
1901+ if (new_fbo->renderbuffer_id ) {
1902+ glDeleteRenderbuffers (1 , &new_fbo->renderbuffer_id );
1903+ new_fbo->renderbuffer_id = 0 ;
1904+ }
19021905
19031906 opengl_set_texture_target ();
19041907 opengl_free_fbo_slot (fbo_id);
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