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Delete unused new BlitFromEyeTexture() method I ended up not using.
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63b28a1d80
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2 changed files with 0 additions and 21 deletions
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@ -576,26 +576,6 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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}
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void FGLRenderBuffers::BlitFromEyeTexture(int eye, GL_IRECT* box)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mOutputFB);
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if (box == nullptr)
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box = &GLRenderer->mOutputLetterbox;
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glBlitFramebuffer(0, 0, mWidth, mHeight,
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box->left, box->top, box->width + box->left, box->height + box->top,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
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{
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
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{
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{
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CreateEyeBuffers(eye);
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CreateEyeBuffers(eye);
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@ -43,7 +43,6 @@ public:
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void BindOutputFB();
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void BindOutputFB();
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void BlitToEyeTexture(int eye);
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void BlitToEyeTexture(int eye);
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void BlitFromEyeTexture(int eye, GL_IRECT* box);
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void BindEyeTexture(int eye, int texunit);
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void BindEyeTexture(int eye, int texunit);
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void BindEyeFB(int eye, bool readBuffer = false);
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void BindEyeFB(int eye, bool readBuffer = false);
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