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https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 11:18:23 +03:00
RenderTexture: commented out unused code
This commit is contained in:
+37
-17
@@ -16,8 +16,8 @@ static int32_t render_texture_init_framebuffer(RenderTexture* rt, int32_t max_le
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static int32_t render_texture_set_framebuffer_texture(RenderTexture* rrt,
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GLuint color_texture, int32_t level, GLuint depth_texture, bool stencil);
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RenderTexture::RenderTexture() : color_texture(),
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depth_texture(), binding(), max_level(), fbos(), rbo(), field_2C() {
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RenderTexture::RenderTexture() : color_texture(), depth_texture(),
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binding(), max_level(), fbos(), depth_rbo(), stencil_rbo() {
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}
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@@ -48,15 +48,15 @@ void RenderTexture::Free() {
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color_texture = 0;
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}
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if (rbo) {
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glDeleteRenderbuffers(1, &rbo);
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rbo = 0;
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/*if (depth_rbo) {
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glDeleteRenderbuffers(1, &depth_rbo);
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depth_rbo = 0;
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}
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if (field_2C) {
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glDeleteRenderbuffers(1, &field_2C);
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field_2C = 0;
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}
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if (stencil_rbo) {
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glDeleteRenderbuffers(1, &stencil_rbo);
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stencil_rbo = 0;
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}*/
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if (fbos) {
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glDeleteFramebuffers(max_level + 1, fbos);
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@@ -123,6 +123,26 @@ int32_t RenderTexture::Init(int32_t width, int32_t height,
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return 0;
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}
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/*int32_t RenderTexture::InitDepthRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
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gl_state_bind_framebuffer(fbos[0]);
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glGenRenderbuffers(1, &depth_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo);
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gl_state_bind_framebuffer(0);
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return -(glGetError() != GL_ZERO);
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}
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int32_t RenderTexture::InitStencilRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
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gl_state_bind_framebuffer(fbos[0]);
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glGenRenderbuffers(1, &stencil_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, stencil_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_rbo);
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gl_state_bind_framebuffer(0);
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return -(glGetError() != GL_ZERO);
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}*/
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int32_t RenderTexture::SetColorDepthTextures(GLuint color_texture,
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int32_t max_level, GLuint depth_texture, bool stencil) {
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int32_t error = 0;
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@@ -170,11 +190,11 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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if (depth_texture)
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, depth_texture, 0);
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else if (rt->rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->rbo);
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/*else if (rt->depth_rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rt->rbo);
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}
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GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rt->depth_rbo);
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}*/
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else
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_STENCIL_ATTACHMENT, 0, 0);
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@@ -183,11 +203,11 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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if (depth_texture)
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, depth_texture, 0);
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else if (rt->rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->rbo);
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/*else if (rt->depth_rbo) {
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth_rbo);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->rbo);
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}
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GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_rbo);
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}*/
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else
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glFramebufferTexture(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, 0, 0);
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