Removes useless framebuffer clears by glClear.
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D3622 This was SVN commit r24984.
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@ -378,16 +378,13 @@ void CPostprocManager::CaptureRenderOutput()
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{
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ENSURE(m_IsInitialized);
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// clear both FBOs and leave m_PingFbo selected for rendering;
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// m_WhichBuffer stays true at this point
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// Leaves m_PingFbo selected for rendering; m_WhichBuffer stays true at this point.
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
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pglDrawBuffers(1, buffers);
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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pglDrawBuffers(1, buffers);
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m_WhichBuffer = true;
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@ -395,7 +392,6 @@ void CPostprocManager::CaptureRenderOutput()
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if (m_UsingMultisampleBuffer)
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{
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pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_MultisampleFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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pglDrawBuffers(1, buffers);
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}
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}
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