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Revision 75f95f8d

Added by Leszek Koltunski almost 7 years ago

1) Fix for the last fix in Framebuffer
2) in RenderState, reset everything to a known state (rather than mark as unknown)

View differences:

src/main/java/org/distorted/library/main/DistortedFramebuffer.java
101 101
      // OpenGL ES 3.0.5 spec, chapter 4.4.2.4 :
102 102
      // "Note that the texture image is specifically not detached from any other framebuffer objects.
103 103
      //  Detaching the texture image from any other framebuffer objects is the responsibility of the application."
104
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[0]);
105
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT        , GLES30.GL_TEXTURE_2D, 0, 0);
104 106
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
107
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
108

  
105 109
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
106 110
      mDepthStencilH[0]=0;
107 111
      }
src/main/java/org/distorted/library/main/DistortedRenderState.java
94 94

  
95 95
  static void reset()
96 96
    {
97
    cState.colorMaskR = -1;
98
    cState.colorMaskG = -1;
99
    cState.colorMaskB = -1;
100
    cState.colorMaskA = -1;
101

  
102
    cState.depthTest  = -1;
103
    cState.depthMask  = -1;
104
    cState.depthFunc  = -1;
105

  
106
    cState.blend      = -1;
107
    cState.blendSrc   = -1;
108
    cState.blendDst   = -1;
109

  
110
    cState.stencilTest     = -1;
111
    cState.stencilMask     = -1;
112
    cState.stencilFuncFunc = -1;
113
    cState.stencilFuncRef  = -1;
114
    cState.stencilFuncMask = -1;
115
    cState.stencilOpSfail  = -1;
116
    cState.stencilOpDpfail = -1;
117
    cState.stencilOpDppass = -1;
118
    /*
119 97
    cState.colorMaskR = 1;
120 98
    cState.colorMaskG = 1;
121 99
    cState.colorMaskB = 1;
......
145 123
    cState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
146 124
    GLES30.glEnable(GLES30.GL_BLEND);
147 125
    GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
148
    */
149 126
    }
150 127

  
151 128
///////////////////////////////////////////////////////////////////////////////////////////////////
......
187 164

  
188 165
  static void colorDepthStencilRestore()
189 166
    {
190
    /*
191 167
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
192 168
      {
193 169
      cState.colorMaskR = sState.colorMaskR;
......
206 182
      cState.stencilMask = sState.stencilMask;
207 183
      GLES30.glStencilMask(cState.stencilMask);
208 184
      }
209
    */
210 185
    }
211 186

  
212 187
///////////////////////////////////////////////////////////////////////////////////////////////////

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