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Strategic use of '[[nodiscard]]' in 'Graphics' module
This commit is contained in:
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@ -10,13 +10,15 @@
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#include <X11/Xlib.h>
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#include <iostream>
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#include <cmath>
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#include <cstdlib>
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////////////////////////////////////////////////////////////
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/// Initialize OpenGL states into the specified view
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///
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/// \param Window Target window to initialize
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool initialize(sf::Window& window)
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{
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@ -68,6 +70,8 @@
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/// \param window Target window for rendering
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/// \param elapsedTime Time elapsed since the last draw
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool draw(sf::Window& window, float elapsedTime)
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{
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@ -261,7 +265,6 @@ int main()
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return EXIT_FAILURE;
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}
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// Display the views on screen
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sfmlView1.display();
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sfmlView2.display();
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@ -4,13 +4,18 @@
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////////////////////////////////////////////////////////////
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#define STB_PERLIN_IMPLEMENTATION
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#include <stb_perlin.h>
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#include <SFML/Graphics.hpp>
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#include <vector>
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#include <deque>
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#include <sstream>
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#include <algorithm>
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#include <cstring>
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#include <deque>
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#include <iostream>
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#include <sstream>
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#include <vector>
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#include <cmath>
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#include <cstdlib>
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#include <cstring>
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namespace
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@ -136,7 +141,11 @@ int main()
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}
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// Create our VertexBuffer with enough space to hold all the terrain geometry
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terrain.create(resolutionX * resolutionY * 6);
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if (!terrain.create(resolutionX * resolutionY * 6))
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{
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std::cerr << "Failed to create vertex buffer" << std::endl;
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return EXIT_FAILURE;
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}
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// Resize the staging buffer to be able to hold all the terrain geometry
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terrainStagingBuffer.resize(resolutionX * resolutionY * 6);
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@ -215,7 +224,12 @@ int main()
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// If there is new data pending to be uploaded to the VertexBuffer, do it now
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if (bufferUploadPending)
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{
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terrain.update(terrainStagingBuffer.data());
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if (!terrain.update(terrainStagingBuffer.data()))
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{
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std::cerr << "Failed to update vertex buffer" << std::endl;
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return EXIT_FAILURE;
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}
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bufferUploadPending = false;
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}
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@ -3,6 +3,8 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <cstdlib>
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#define GLAD_GL_IMPLEMENTATION
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#include <gl.h>
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@ -57,6 +59,7 @@ int main()
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sf::Font font;
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if (!font.loadFromFile(resourcesDir() + "tuffy.ttf"))
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return EXIT_FAILURE;
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sf::Text text("SFML / OpenGL demo", font);
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sf::Text sRgbInstructions("Press space to toggle sRGB conversion", font);
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sf::Text mipmapInstructions("Press return to toggle mipmapping", font);
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@ -75,10 +78,14 @@ int main()
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// Attempt to generate a mipmap for our cube texture
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// We don't check the return value here since
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// mipmapping is purely optional in this example
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texture.generateMipmap();
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(void) texture.generateMipmap();
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// Make the window the active window for OpenGL calls
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window.setActive(true);
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if (!window.setActive(true))
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{
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std::cerr << "Failed to set window to active" << std::endl;
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return EXIT_FAILURE;
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}
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// Load OpenGL or OpenGL ES entry points using glad
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#ifdef SFML_OPENGL_ES
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@ -174,7 +181,11 @@ int main()
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glDisableClientState(GL_COLOR_ARRAY);
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// Make the window no longer the active window for OpenGL calls
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window.setActive(false);
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if (!window.setActive(false))
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{
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std::cerr << "Failed to set window to inactive" << std::endl;
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return EXIT_FAILURE;
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}
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// Create a clock for measuring the time elapsed
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sf::Clock clock;
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@ -214,10 +225,8 @@ int main()
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mipmapEnabled = false;
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}
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else
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else if (texture.generateMipmap())
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{
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texture.generateMipmap();
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mipmapEnabled = true;
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}
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}
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@ -235,7 +244,11 @@ int main()
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sf::Vector2u textureSize = backgroundTexture.getSize();
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// Make the window the active window for OpenGL calls
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window.setActive(true);
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if (!window.setActive(true))
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{
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std::cerr << "Failed to set window to active" << std::endl;
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return EXIT_FAILURE;
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}
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glViewport(0, 0, static_cast<GLsizei>(event.size.width), static_cast<GLsizei>(event.size.height));
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glMatrixMode(GL_PROJECTION);
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@ -248,7 +261,11 @@ int main()
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#endif
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// Make the window no longer the active window for OpenGL calls
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window.setActive(false);
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if (!window.setActive(false))
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{
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std::cerr << "Failed to set window to inactive" << std::endl;
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return EXIT_FAILURE;
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}
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sf::View view;
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view.setSize(sf::Vector2f(textureSize));
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@ -263,7 +280,11 @@ int main()
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window.popGLStates();
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// Make the window the active window for OpenGL calls
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window.setActive(true);
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if (!window.setActive(true))
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{
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std::cerr << "Failed to set window to active" << std::endl;
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return EXIT_FAILURE;
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}
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -292,7 +313,11 @@ int main()
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Make the window no longer the active window for OpenGL calls
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window.setActive(false);
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if (!window.setActive(false))
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{
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std::cerr << "Failed to set window to inactive" << std::endl;
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return EXIT_FAILURE;
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}
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// Draw some text on top of our OpenGL object
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window.pushGLStates();
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@ -12,6 +12,7 @@
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#endif
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#include <iostream>
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#include <cstdlib>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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@ -104,7 +104,7 @@ public:
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/// \see loadFromMemory, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename);
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[[nodiscard]] bool loadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Load the font from a file in memory
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@ -125,7 +125,7 @@ public:
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/// \see loadFromFile, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const void* data, std::size_t sizeInBytes);
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[[nodiscard]] bool loadFromMemory(const void* data, std::size_t sizeInBytes);
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////////////////////////////////////////////////////////////
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/// \brief Load the font from a custom stream
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@ -147,7 +147,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream);
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[[nodiscard]] bool loadFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Get the font information
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@ -382,7 +382,7 @@ private:
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/// \return True on success, false if any error happened
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///
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////////////////////////////////////////////////////////////
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bool setCurrentSize(unsigned int characterSize) const;
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[[nodiscard]] bool setCurrentSize(unsigned int characterSize) const;
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////////////////////////////////////////////////////////////
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// Types
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@ -101,7 +101,7 @@ public:
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/// \see loadFromMemory, loadFromStream, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename);
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[[nodiscard]] bool loadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// \brief Load the image from a file in memory
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@ -119,7 +119,7 @@ public:
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/// \see loadFromFile, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const void* data, std::size_t size);
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[[nodiscard]] bool loadFromMemory(const void* data, std::size_t size);
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////////////////////////////////////////////////////////////
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/// \brief Load the image from a custom stream
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@ -136,7 +136,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream);
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[[nodiscard]] bool loadFromStream(InputStream& stream);
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////////////////////////////////////////////////////////////
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/// \brief Save the image to a file on disk
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@ -153,7 +153,7 @@ public:
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/// \see create, loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool saveToFile(const std::string& filename) const;
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[[nodiscard]] bool saveToFile(const std::string& filename) const;
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////////////////////////////////////////////////////////////
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/// \brief Save the image to a buffer in memory
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@ -171,7 +171,7 @@ public:
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/// \see create, loadFromFile, loadFromMemory, saveToFile
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///
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////////////////////////////////////////////////////////////
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bool saveToMemory(std::vector<sf::Uint8>& output, const std::string& format) const;
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[[nodiscard]] bool saveToMemory(std::vector<sf::Uint8>& output, const std::string& format) const;
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////////////////////////////////////////////////////////////
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/// \brief Return the size (width and height) of the image
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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virtual bool setActive(bool active = true);
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[[nodiscard]] virtual bool setActive(bool active = true);
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////////////////////////////////////////////////////////////
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/// \brief Save the current OpenGL render states and matrices
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@ -84,7 +84,7 @@ public:
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/// \return True if creation has been successful
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///
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////////////////////////////////////////////////////////////
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bool create(unsigned int width, unsigned int height, const ContextSettings& settings = ContextSettings());
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[[nodiscard]] bool create(unsigned int width, unsigned int height, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Get the maximum anti-aliasing level supported by the system
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@ -154,7 +154,7 @@ public:
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/// \return True if mipmap generation was successful, false if unsuccessful
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///
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////////////////////////////////////////////////////////////
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bool generateMipmap();
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[[nodiscard]] bool generateMipmap();
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate the render-texture for rendering
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@ -171,7 +171,7 @@ public:
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool setActive(bool active = true) override;
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[[nodiscard]] bool setActive(bool active = true) override;
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////////////////////////////////////////////////////////////
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/// \brief Update the contents of the target texture
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@ -139,7 +139,7 @@ public:
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool setActive(bool active = true) override;
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[[nodiscard]] bool setActive(bool active = true) override;
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protected:
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@ -116,7 +116,7 @@ public:
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/// \see loadFromMemory, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename, Type type);
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[[nodiscard]] bool loadFromFile(const std::string& filename, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from files
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@ -137,7 +137,7 @@ public:
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/// \see loadFromMemory, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
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[[nodiscard]] bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from files
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@ -159,7 +159,7 @@ public:
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/// \see loadFromMemory, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename);
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[[nodiscard]] bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry or fragment shader from a source code in memory
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@ -179,7 +179,7 @@ public:
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/// \see loadFromFile, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& shader, Type type);
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[[nodiscard]] bool loadFromMemory(const std::string& shader, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from source codes in memory
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@ -200,7 +200,7 @@ public:
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/// \see loadFromFile, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
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[[nodiscard]] bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from source codes in memory
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@ -222,7 +222,7 @@ public:
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/// \see loadFromFile, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader);
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[[nodiscard]] bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry or fragment shader from a custom stream
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@ -242,7 +242,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream, Type type);
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[[nodiscard]] bool loadFromStream(InputStream& stream, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from custom streams
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@ -263,7 +263,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
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[[nodiscard]] bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from custom streams
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@ -285,7 +285,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream);
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[[nodiscard]] bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p float uniform
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@ -626,7 +626,7 @@ private:
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/// \return True on success, false if any error happened
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///
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////////////////////////////////////////////////////////////
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bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
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[[nodiscard]] bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
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////////////////////////////////////////////////////////////
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/// \brief Bind all the textures used by the shader
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/// \return True if creation was successful
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///
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////////////////////////////////////////////////////////////
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bool create(unsigned int width, unsigned int height);
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[[nodiscard]] bool create(unsigned int width, unsigned int height);
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a file on disk
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@ -125,7 +125,7 @@ public:
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/// \see loadFromMemory, loadFromStream, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename, const IntRect& area = IntRect());
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[[nodiscard]] bool loadFromFile(const std::string& filename, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a file in memory
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@ -157,7 +157,7 @@ public:
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/// \see loadFromFile, loadFromStream, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const void* data, std::size_t size, const IntRect& area = IntRect());
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[[nodiscard]] bool loadFromMemory(const void* data, std::size_t size, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a custom stream
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@ -188,7 +188,7 @@ public:
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/// \see loadFromFile, loadFromMemory, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream, const IntRect& area = IntRect());
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[[nodiscard]] bool loadFromStream(InputStream& stream, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from an image
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@ -212,7 +212,7 @@ public:
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromImage(const Image& image, const IntRect& area = IntRect());
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[[nodiscard]] bool loadFromImage(const Image& image, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Return the size of the texture
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@ -506,7 +506,7 @@ public:
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/// \return True if mipmap generation was successful, false if unsuccessful
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///
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////////////////////////////////////////////////////////////
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bool generateMipmap();
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[[nodiscard]] bool generateMipmap();
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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@ -134,7 +134,7 @@ public:
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/// \return True if creation was successful
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///
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////////////////////////////////////////////////////////////
|
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bool create(std::size_t vertexCount);
|
||||
[[nodiscard]] bool create(std::size_t vertexCount);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Return the vertex count
|
||||
@ -162,7 +162,7 @@ public:
|
||||
/// \return True if the update was successful
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool update(const Vertex* vertices);
|
||||
[[nodiscard]] bool update(const Vertex* vertices);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Update a part of the buffer from an array of vertices
|
||||
@ -195,7 +195,7 @@ public:
|
||||
/// \return True if the update was successful
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool update(const Vertex* vertices, std::size_t vertexCount, unsigned int offset);
|
||||
[[nodiscard]] bool update(const Vertex* vertices, std::size_t vertexCount, unsigned int offset);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Copy the contents of another buffer into this buffer
|
||||
@ -205,7 +205,7 @@ public:
|
||||
/// \return True if the copy was successful
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool update(const VertexBuffer& vertexBuffer);
|
||||
[[nodiscard]] bool update(const VertexBuffer& vertexBuffer);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Overload of assignment operator
|
||||
|
@ -770,7 +770,12 @@ IntRect Font::findGlyphRect(Page& page, unsigned int width, unsigned int height)
|
||||
{
|
||||
// Make the texture 2 times bigger
|
||||
Texture newTexture;
|
||||
newTexture.create(textureWidth * 2, textureHeight * 2);
|
||||
if (!newTexture.create(textureWidth * 2, textureHeight * 2))
|
||||
{
|
||||
err() << "Failed to create new page texture" << std::endl;
|
||||
return IntRect(0, 0, 2, 2);
|
||||
}
|
||||
|
||||
newTexture.setSmooth(m_isSmooth);
|
||||
newTexture.update(page.texture);
|
||||
page.texture.swap(newTexture);
|
||||
@ -854,7 +859,11 @@ nextRow(3)
|
||||
image.setPixel(x, y, Color(255, 255, 255, 255));
|
||||
|
||||
// Create the texture
|
||||
texture.loadFromImage(image);
|
||||
if (!texture.loadFromImage(image))
|
||||
{
|
||||
err() << "Failed to load font page texture" << std::endl;
|
||||
}
|
||||
|
||||
texture.setSmooth(true);
|
||||
}
|
||||
|
||||
|
@ -143,13 +143,11 @@ bool RenderTexture::generateMipmap()
|
||||
////////////////////////////////////////////////////////////
|
||||
bool RenderTexture::setActive(bool active)
|
||||
{
|
||||
bool result = m_impl && m_impl->activate(active);
|
||||
|
||||
// Update RenderTarget tracking
|
||||
if (result)
|
||||
RenderTarget::setActive(active);
|
||||
if (m_impl && m_impl->activate(active))
|
||||
return RenderTarget::setActive(active);
|
||||
|
||||
return result;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -87,7 +87,7 @@ bool RenderWindow::setActive(bool active)
|
||||
|
||||
// Update RenderTarget tracking
|
||||
if (result)
|
||||
RenderTarget::setActive(active);
|
||||
result = RenderTarget::setActive(active);
|
||||
|
||||
// If FBOs are available, make sure none are bound when we
|
||||
// try to draw to the default framebuffer of the RenderWindow
|
||||
|
Loading…
Reference in New Issue
Block a user