From 1fbef195a323724b234e22125c8e0ad7db511ae9 Mon Sep 17 00:00:00 2001 From: Zhe Wang Date: Mon, 29 Feb 2016 16:22:56 +0800 Subject: [PATCH] Fix typos in CCRenderTexture.cpp commnets Qualcomm Andreno GPU -> Adreno GPU --- cocos/2d/CCRenderTexture.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/cocos/2d/CCRenderTexture.cpp b/cocos/2d/CCRenderTexture.cpp index f9e6bfd7a6..8c82ac5cb5 100644 --- a/cocos/2d/CCRenderTexture.cpp +++ b/cocos/2d/CCRenderTexture.cpp @@ -566,7 +566,7 @@ Image* RenderTexture::newImage(bool fliimage) glBindFramebuffer(GL_FRAMEBUFFER, _FBO); // TODO: move this to configuration, so we don't check it every time - /* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers. + /* Certain Qualcomm Adreno GPU's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers. */ if (Configuration::getInstance()->checkForGLExtension("GL_QCOM")) { @@ -651,7 +651,7 @@ void RenderTexture::onBegin() glBindFramebuffer(GL_FRAMEBUFFER, _FBO); // TODO: move this to configuration, so we don't check it every time - /* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers. + /* Certain Qualcomm Adreno GPU's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers. */ if (Configuration::getInstance()->checkForGLExtension("GL_QCOM")) {