Wrap color clear in 'FBO::clear()' convenience function
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082a9ae483
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20ec560145
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@ -186,7 +186,7 @@ struct BitmapPrivate
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glState.scissorBox.pushSet(rect);
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glState.scissorBox.pushSet(rect);
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glState.clearColor.pushSet(color);
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glState.clearColor.pushSet(color);
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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glState.clearColor.pop();
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glState.clearColor.pop();
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glState.scissorBox.pop();
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glState.scissorBox.pop();
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@ -569,7 +569,7 @@ void Bitmap::radialBlur(int angle, int divisions)
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FBO::bind(newTex.fbo, FBO::Draw);
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FBO::bind(newTex.fbo, FBO::Draw);
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glState.clearColor.pushSet(Vec4());
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glState.clearColor.pushSet(Vec4());
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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Transform trans;
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Transform trans;
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trans.setOrigin(Vec2(_width / 2.0f, _height / 2.0f));
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trans.setOrigin(Vec2(_width / 2.0f, _height / 2.0f));
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@ -618,7 +618,7 @@ void Bitmap::clear()
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glState.clearColor.pushSet(Vec4());
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glState.clearColor.pushSet(Vec4());
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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glState.clearColor.pop();
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glState.clearColor.pop();
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@ -225,6 +225,11 @@ namespace FBO
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return pixel;
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return pixel;
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}
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}
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inline void clear()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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}
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/* Vertex Array Object */
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/* Vertex Array Object */
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@ -54,7 +54,7 @@ struct PingPong
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TEXFBO::allocEmpty(rt[i], screenW, screenH);
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TEXFBO::allocEmpty(rt[i], screenW, screenH);
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TEXFBO::linkFBO(rt[i]);
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TEXFBO::linkFBO(rt[i]);
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glClearColor(0, 0, 0, 1);
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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}
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}
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}
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}
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@ -148,7 +148,7 @@ public:
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glState.viewport.set(IntRect(0, 0, w, h));
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glState.viewport.set(IntRect(0, 0, w, h));
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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Scene::composite();
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Scene::composite();
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@ -414,7 +414,7 @@ struct GraphicsPrivate
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void blitToScreen()
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void blitToScreen()
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{
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{
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FBO::unbind(FBO::Draw);
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FBO::unbind(FBO::Draw);
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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blitBufferFlippedScaled();
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blitBufferFlippedScaled();
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}
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}
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@ -573,7 +573,7 @@ void Graphics::transition(int duration,
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/* Draw the composed frame to a buffer first
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/* Draw the composed frame to a buffer first
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* (we need this because we're skipping PingPong) */
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* (we need this because we're skipping PingPong) */
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FBO::bind(p->transBuffer.fbo, FBO::Draw);
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FBO::bind(p->transBuffer.fbo, FBO::Draw);
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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p->screenQuad.draw();
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p->screenQuad.draw();
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p->checkResize();
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p->checkResize();
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@ -712,7 +712,7 @@ void Graphics::repaintWait(volatile bool *exitCond)
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{
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{
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gState->checkShutdown();
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gState->checkShutdown();
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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p->blitBufferFlippedScaled();
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p->blitBufferFlippedScaled();
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SDL_GL_SwapWindow(p->threadData->window);
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SDL_GL_SwapWindow(p->threadData->window);
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p->fpsLimiter.delay();
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p->fpsLimiter.delay();
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@ -607,7 +607,7 @@ struct TilemapPrivate
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glState.clearColor.pushSet(Vec4());
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glState.clearColor.pushSet(Vec4());
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glState.scissorTest.pushSet(false);
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glState.scissorTest.pushSet(false);
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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glState.scissorTest.pop();
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glState.scissorTest.pop();
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glState.clearColor.pop();
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glState.clearColor.pop();
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@ -428,7 +428,7 @@ struct WindowPrivate
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shader.setTranslation(Vec2i());
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shader.setTranslation(Vec2i());
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/* Clear texture */
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/* Clear texture */
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glClear(GL_COLOR_BUFFER_BIT);
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FBO::clear();
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/* Repaint base */
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/* Repaint base */
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windowskin->bindTex(shader);
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windowskin->bindTex(shader);
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