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forked from 0ad/0ad

Removes useless framebuffer clears by glClear.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3622
This was SVN commit r24984.
This commit is contained in:
Vladislav Belov 2021-03-02 21:20:26 +00:00
parent cb346e207b
commit 94ba80d0cb

View File

@ -378,16 +378,13 @@ void CPostprocManager::CaptureRenderOutput()
{
ENSURE(m_IsInitialized);
// clear both FBOs and leave m_PingFbo selected for rendering;
// m_WhichBuffer stays true at this point
// Leaves m_PingFbo selected for rendering; m_WhichBuffer stays true at this point.
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
pglDrawBuffers(1, buffers);
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
pglDrawBuffers(1, buffers);
m_WhichBuffer = true;
@ -395,7 +392,6 @@ void CPostprocManager::CaptureRenderOutput()
if (m_UsingMultisampleBuffer)
{
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_MultisampleFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
pglDrawBuffers(1, buffers);
}
}