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Don't enable/disable non-existant GL_FRAMEBUFFER_SRGB on OpenGL ES.
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@ -655,6 +655,9 @@ void RenderTarget::applyShader(const Shader* shader)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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void RenderTarget::setupDraw(bool useVertexCache, const RenderStates& states)
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void RenderTarget::setupDraw(bool useVertexCache, const RenderStates& states)
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{
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{
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// GL_FRAMEBUFFER_SRGB is not available on OpenGL ES
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// If a framebuffer supports sRGB, it will always be enabled on OpenGL ES
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#ifndef SFML_OPENGL_ES
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// Enable or disable sRGB encoding
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// Enable or disable sRGB encoding
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// This is needed for drivers that do not check the format of the surface drawn to before applying sRGB conversion
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// This is needed for drivers that do not check the format of the surface drawn to before applying sRGB conversion
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if (!m_cache.enable)
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if (!m_cache.enable)
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@ -664,6 +667,7 @@ void RenderTarget::setupDraw(bool useVertexCache, const RenderStates& states)
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else
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else
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glCheck(glDisable(GL_FRAMEBUFFER_SRGB));
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glCheck(glDisable(GL_FRAMEBUFFER_SRGB));
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}
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}
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#endif
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// First set the persistent OpenGL states if it's the very first call
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// First set the persistent OpenGL states if it's the very first call
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if (!m_cache.glStatesSet)
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if (!m_cache.glStatesSet)
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