Due to binary compatibility in a patch release the iOS fix needs to be reverted

This reverts commit 08eb31e3272c5de25a40995856009dad822c0169.
This commit is contained in:
Lukas Dürrenberger 2018-10-03 22:02:16 +02:00
parent 95c9670d4c
commit cc3c748ab2
2 changed files with 4 additions and 21 deletions

View File

@ -177,13 +177,6 @@ protected:
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void onResize(); virtual void onResize();
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int m_defaultFrameBuffer; ///< Framebuffer to bind when targeting this window
}; };
} // namespace sf } // namespace sf

View File

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