mirror of https://github.com/axmolengine/axmol.git
Merge pull request #7493 from visiblelight/render_texture_disabled
no need to save/restore for render texture when entering background
This commit is contained in:
commit
91a537dec6
|
@ -94,6 +94,9 @@ RenderTexture::~RenderTexture()
|
||||||
|
|
||||||
void RenderTexture::listenToBackground(EventCustom *event)
|
void RenderTexture::listenToBackground(EventCustom *event)
|
||||||
{
|
{
|
||||||
|
// We have not found a way to dispatch the enter background message before the texture data are destroyed.
|
||||||
|
// So we disable this pair of message handler at present.
|
||||||
|
#if 0
|
||||||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||||
CC_SAFE_DELETE(_UITextureImage);
|
CC_SAFE_DELETE(_UITextureImage);
|
||||||
|
|
||||||
|
@ -118,10 +121,12 @@ void RenderTexture::listenToBackground(EventCustom *event)
|
||||||
glDeleteFramebuffers(1, &_FBO);
|
glDeleteFramebuffers(1, &_FBO);
|
||||||
_FBO = 0;
|
_FBO = 0;
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderTexture::listenToForeground(EventCustom *event)
|
void RenderTexture::listenToForeground(EventCustom *event)
|
||||||
{
|
{
|
||||||
|
#if 0
|
||||||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||||
// -- regenerate frame buffer object and attach the texture
|
// -- regenerate frame buffer object and attach the texture
|
||||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
|
||||||
|
@ -139,6 +144,7 @@ void RenderTexture::listenToForeground(EventCustom *event)
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
|
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderTexture * RenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat)
|
RenderTexture * RenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat)
|
||||||
|
|
Loading…
Reference in New Issue