mirror of https://github.com/axmolengine/axmol.git
Merge pull request #15133 from cocos2d/walzer-patch-1
Fix typos in CCRenderTexture.cpp comments
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commit
4dcbf4c263
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@ -566,7 +566,7 @@ Image* RenderTexture::newImage(bool fliimage)
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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// TODO: move this to configuration, so we don't check it every time
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// TODO: move this to configuration, so we don't check it every time
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/* 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.
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/* 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.
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*/
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*/
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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{
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{
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@ -651,7 +651,7 @@ void RenderTexture::onBegin()
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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// TODO: move this to configuration, so we don't check it every time
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// TODO: move this to configuration, so we don't check it every time
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/* 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.
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/* 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.
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*/
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*/
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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{
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{
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