We were looking at the current draw buffer instead to see whether the
depth/stencil combination matched. So you'd get told your framebuffer
was complete, until you bound it and went to draw and we decided that
it was incomplete.
int i;
if (depthRb && stencilRb && stencilRb != depthRb) {
- if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
- ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
- (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Texture->Name ==
- ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Texture->Name)) {
+ if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE &&
+ fb->Attachment[BUFFER_STENCIL].Type == GL_TEXTURE &&
+ (fb->Attachment[BUFFER_DEPTH].Texture->Name ==
+ fb->Attachment[BUFFER_STENCIL].Texture->Name)) {
/* OK */
} else {
/* we only support combined depth/stencil buffers, not separate