Searched refs:m_to_read (Results 1 – 2 of 2) sorted by relevance
57 , m_to_read(0) in GeometryShaderBlitting()85 gl.genTextures(1, &m_to_read); in iterate()102 gl.bindTexture(GL_TEXTURE_3D, m_to_read); in iterate()129 setUpFramebuffersForRendering(m_fbo_draw_id, m_fbo_read_id, m_to_draw, m_to_read); in iterate()132 gl.bindTexture(GL_TEXTURE_3D, m_to_read); in iterate()246 if (m_to_read != 0) in deinit()248 gl.deleteTextures(1, &m_to_read); in deinit()
58 glw::GLuint m_to_read; member in glcts::GeometryShaderBlitting