made bind() private again, removed comments
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c6ab71f65d
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17002c9a43
1 changed files with 4 additions and 12 deletions
14
J/fbo.h
14
J/fbo.h
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@ -23,6 +23,7 @@
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// TODO: more error checking in debug build.
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// TODO: more error checking in debug build.
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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// TODO: make texture class? for easier switching between linear/nearest interpolation for example
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// NOTE: stencil attachment is not supported
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// NOTE: stencil attachment is not supported
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// NOTE: in end() we don't set a viewport, because it will be always set (the 'main' fbo is also an J::fbo)
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namespace J {
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namespace J {
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@ -59,7 +60,7 @@ public:
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unbind();
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unbind();
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}
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}
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// ctor from EAGLContext, not using texture, so you cannot use it as lookup, only as renderer.
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// ctor from EAGLContext, not using textures, so you cannot use it as lookup, only as renderer.
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fbo(EAGLContext* context, CAEAGLLayer* layer);
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fbo(EAGLContext* context, CAEAGLLayer* layer);
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~fbo() {
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~fbo() {
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@ -78,22 +79,14 @@ public:
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void begin(){
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void begin(){
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bind();
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bind();
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// FIXME: this should be done, but also switching back should be done...
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//glPushAttrib(GL_VIEWPORT);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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// NOTE: commented out, because we don't want fbo's to nest.
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/*GLint savedFramebuffer = -1;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &savedFramebuffer);
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std::cout << "sfb: " << savedFramebuffer << ", fbo: " << fbo_number << std::endl;*/
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}
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}
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void end(){
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void end(){
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unbind();
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unbind();
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// FIXME: switch back to previous viewport. See begin()
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//glPopAttrib();
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}
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}
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private:
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void bind(){
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void bind(){
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo_number);
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check_error();
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check_error();
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@ -103,7 +96,6 @@ public:
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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private:
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
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void create_attach_renderbuffer(GLenum format, GLenum attachment_point) {
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GLuint buffer;
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GLuint buffer;
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glGenRenderbuffers(1, &buffer);
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glGenRenderbuffers(1, &buffer);
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