internal void UpdateTexture() { GL.BindTexture(TextureTarget.Texture2D, textureId); GL.GenerateMipmap(TextureTarget.Texture2D); } internal void ReleaseCurrent()
public void DetachFrameBuffer(bool updateTextureResult = true) { if (_currentFrameBuffer != null) { if (updateTextureResult) { _currentFrameBuffer.UpdateTexture(); } _currentFrameBuffer.ReleaseCurrent(); } _currentFrameBuffer = null; }