return;
}
+ /* FIXME: When we start tracking framebuffer objects as their own
+ * resources, we will want to link the FBO to the given texture
+ * resource, (and to this call). For now, just link render state
+ * to the texture, and force this call to be required. */
+ if (strcmp(name, "glFramebufferTexture2D") == 0) {
+ GLuint texture;
+
+ texture = call->arg(3).toUInt();
+
+ linkf("render-state", "texture-", texture);
+
+ required.insert(call->no);
+ }
+
if (strcmp(name, "glBindTexture") == 0) {
GLenum target;
GLuint texture;