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Fixed RenderTexture::clear() not always working on certain hardware
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7fba68ac52
commit
7c179193e6
@ -509,6 +509,7 @@ private:
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bool m_isSmooth; ///< Status of the smooth filter
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bool m_isRepeated; ///< Is the texture in repeat mode?
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mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
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bool m_fboAttachment; ///< Is this texture owned by a framebuffer object?
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Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
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};
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@ -281,6 +281,11 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount,
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if (states.shader)
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applyShader(NULL);
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// If the texture we used to draw belonged to a RenderTexture, then forcibly unbind that texture.
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// This prevents a bug where some drivers do not clear RenderTextures properly.
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if (states.texture && states.texture->m_fboAttachment)
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applyTexture(NULL);
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// Update the cache
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m_cache.useVertexCache = useVertexCache;
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}
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@ -67,6 +67,9 @@ bool RenderTexture::create(unsigned int width, unsigned int height, bool depthBu
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{
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// Use frame-buffer object (FBO)
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m_impl = new priv::RenderTextureImplFBO;
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// Mark the texture as being a framebuffer object attachment
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m_texture.m_fboAttachment = true;
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}
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else
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{
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@ -78,6 +78,7 @@ m_texture (0),
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m_isSmooth (false),
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m_isRepeated (false),
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m_pixelsFlipped(false),
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m_fboAttachment(false),
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m_cacheId (getUniqueId())
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{
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}
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@ -91,6 +92,7 @@ m_texture (0),
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m_isSmooth (copy.m_isSmooth),
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m_isRepeated (copy.m_isRepeated),
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m_pixelsFlipped(false),
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m_fboAttachment(false),
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m_cacheId (getUniqueId())
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{
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if (copy.m_texture)
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@ -141,6 +143,7 @@ bool Texture::create(unsigned int width, unsigned int height)
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m_size.y = height;
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m_actualSize = actualSize;
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m_pixelsFlipped = false;
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m_fboAttachment = false;
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ensureGlContext();
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@ -592,6 +595,7 @@ Texture& Texture::operator =(const Texture& right)
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std::swap(m_isSmooth, temp.m_isSmooth);
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std::swap(m_isRepeated, temp.m_isRepeated);
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std::swap(m_pixelsFlipped, temp.m_pixelsFlipped);
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std::swap(m_fboAttachment, temp.m_fboAttachment);
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m_cacheId = getUniqueId();
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return *this;
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