int rtcount;
// either the depth texture or a dummy depth render target is used
Texture *depth;
- unsigned int rbdepth;
+ unsigned int rbdepth, rbdepth_fmt;
Mat4 texmat; // texture matrix to map tex coords from [0,1] to the useful area
bool own_texture[4];
unsigned int flags = RT_COLOR | RT_DEPTH);
void destroy();
+ bool resize(int xsz, int ysz);
+
int get_width() const;
int get_height() const;