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Scissor fix
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parent
7c17cb6754
commit
970458a0c2
2 changed files with 3 additions and 9 deletions
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@ -344,7 +344,7 @@ private:
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GLRFramebuffer *curFB_ = nullptr;
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GLuint globalVAO_;
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GLuint globalVAO_ = 0;
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GLint curFramebuffer_ = 0;
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int curFBWidth_ = 0;
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@ -357,7 +357,7 @@ private:
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GLint readbackBuffer_ = 0;
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int readbackBufferSize_ = 0;
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float maxAnisotropyLevel_;
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float maxAnisotropyLevel_ = 0.0f;
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// Framebuffer state?
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GLuint currentDrawHandle_ = 0;
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@ -395,12 +395,7 @@ public:
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}
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void SetScissorRect(int left, int top, int width, int height) override {
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int y = top;
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if (!curFB_) {
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// We render "upside down" to the backbuffer since GL is silly.
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y = targetHeight_ - (top + height);
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}
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renderManager_.SetScissor({ left, y, width, height });
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renderManager_.SetScissor({ left, top, width, height });
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}
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void SetViewports(int count, Viewport *viewports) override {
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@ -492,7 +487,6 @@ private:
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int curVBufferOffsets_[4]{};
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OpenGLBuffer *curIBuffer_ = nullptr;
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int curIBufferOffset_ = 0;
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OpenGLFramebuffer *curFB_;
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// Frames in flight is not such a strict concept as with Vulkan until we start using glBufferStorage and fences.
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// But might as well have the structure ready, and can't hurt to rotate buffers.
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