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Due to binary compatibility in a patch release the iOS fix needs to be reverted
This reverts commit 08eb31e3272c5de25a40995856009dad822c0169.
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@ -177,13 +177,6 @@ protected:
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///
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////////////////////////////////////////////////////////////
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virtual void onResize();
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_defaultFrameBuffer; ///< Framebuffer to bind when targeting this window
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};
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} // namespace sf
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@ -34,16 +34,14 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow() :
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m_defaultFrameBuffer(0)
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RenderWindow::RenderWindow()
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{
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// Nothing to do
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}
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings) :
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m_defaultFrameBuffer(0)
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RenderWindow::RenderWindow(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings)
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{
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// Don't call the base class constructor because it contains virtual function calls
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create(mode, title, style, settings);
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@ -51,8 +49,7 @@ m_defaultFrameBuffer(0)
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings) :
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m_defaultFrameBuffer(0)
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RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings)
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{
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// Don't call the base class constructor because it contains virtual function calls
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create(handle, settings);
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@ -86,7 +83,7 @@ bool RenderWindow::setActive(bool active)
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// try to draw to the default framebuffer of the RenderWindow
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if (active && result && priv::RenderTextureImplFBO::isAvailable())
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{
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glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, m_defaultFrameBuffer));
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priv::RenderTextureImplFBO::unbind();
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return true;
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}
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@ -111,13 +108,6 @@ Image RenderWindow::capture() const
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////////////////////////////////////////////////////////////
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void RenderWindow::onCreate()
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{
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if (priv::RenderTextureImplFBO::isAvailable())
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{
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// Retrieve the framebuffer ID we have to bind when targeting the window for rendering
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// We assume that this window's context is still active at this point
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glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, reinterpret_cast<GLint*>(&m_defaultFrameBuffer)));
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}
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// Just initialize the render target part
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RenderTarget::initialize();
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}
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