Wrap color clear in 'FBO::clear()' convenience function
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					 5 changed files with 15 additions and 10 deletions
				
			
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			@ -186,7 +186,7 @@ struct BitmapPrivate
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		glState.scissorBox.pushSet(rect);
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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.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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	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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	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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	glClear(GL_COLOR_BUFFER_BIT);
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	FBO::clear();
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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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	}
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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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/* 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::linkFBO(rt[i]);
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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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			@ -148,7 +148,7 @@ public:
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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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			@ -414,7 +414,7 @@ struct GraphicsPrivate
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	void blitToScreen()
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	{
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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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	}
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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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		 * (we need this because we're skipping PingPong) */
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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->checkResize();
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			@ -712,7 +712,7 @@ void Graphics::repaintWait(volatile bool *exitCond)
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	{
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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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		SDL_GL_SwapWindow(p->threadData->window);
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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.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.clearColor.pop();
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			@ -428,7 +428,7 @@ struct WindowPrivate
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		shader.setTranslation(Vec2i());
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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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		windowskin->bindTex(shader);
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