@@ -316,20 +316,9 @@ -(instancetype)initWithTexture:(CCTexture *)texture depthStencilFormat:(GLuint)d
316316 glRenderbufferStorage (GL_RENDERBUFFER, depthStencilFormat, width, height);
317317 glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
318318
319- // associate texture with FBO
320- glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.name , 0 );
321-
322- if (depthStencilFormat){
323- // create and attach depth buffer
324- glGenRenderbuffers (1 , &_depthRenderBuffer);
325- glBindRenderbuffer (GL_RENDERBUFFER, _depthRenderBuffer);
326- glRenderbufferStorage (GL_RENDERBUFFER, depthStencilFormat, width, height);
327- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
328-
329- // if depth format is the one with stencil part, bind same render buffer as stencil attachment
330- if (depthStencilFormat == GL_DEPTH24_STENCIL8){
331- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
332- }
319+ // if depth format is the one with stencil part, bind same render buffer as stencil attachment
320+ if (depthStencilFormat == GL_DEPTH24_STENCIL8){
321+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer);
333322 }
334323 }
335324
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