@@ -280,30 +280,30 @@ -(instancetype)initWithTexture:(CCTexture *)texture depthStencilFormat:(GLuint)d
280280
281281 if (![[CCConfiguration sharedConfiguration ] supportsPackedDepthStencil ])
282282 {
283- glGenRenderbuffers (1 , &depthRenderBuffer );
284- glBindRenderbuffer (GL_RENDERBUFFER, depthRenderBuffer );
283+ glGenRenderbuffers (1 , &_depthRenderBuffer );
284+ glBindRenderbuffer (GL_RENDERBUFFER, _depthRenderBuffer );
285285 glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24_OES
286- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer );
286+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer );
287287
288288 // if depth format is the one with stencil part, bind same render buffer as stencil attachment
289289 if (_depthStencilFormat == GL_DEPTH24_STENCIL8)
290290 {
291- glGenRenderbuffers (1 , &stencilRenderBuffer );
292- glBindRenderbuffer (GL_RENDERBUFFER, stencilRenderBuffer );
293- glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, powH );
294- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilRenderBuffer );
291+ glGenRenderbuffers (1 , &_stencilRenderBuffer );
292+ glBindRenderbuffer (GL_RENDERBUFFER, _stencilRenderBuffer );
293+ glRenderbufferStorage (GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height );
294+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilRenderBuffer );
295295 }
296296 }
297297 else
298298 {
299- glGenRenderbuffers (1 , &depthRenderBuffer );
300- glBindRenderbuffer (GL_RENDERBUFFER, depthRenderBuffer );
299+ glGenRenderbuffers (1 , &_depthRenderBuffer );
300+ glBindRenderbuffer (GL_RENDERBUFFER, _depthRenderBuffer );
301301 glRenderbufferStorage (GL_RENDERBUFFER, _depthStencilFormat, width, height);
302- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer );
302+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer );
303303
304304 // if depth format is the one with stencil part, bind same render buffer as stencil attachment
305305 if (_depthStencilFormat == GL_DEPTH24_STENCIL8){
306- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer );
306+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBuffer );
307307 }
308308 }
309309 }
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