From Wojciech Lewandowski, support for FBO's without colour or depth attachments.
Note from Robert Osfield, I've temporarily re-enabled the old focing of of color and depth attachment to avoid regressions on some OpenGL driver. We'll revist this once we have a mechanism for controlling this override at runtime. #define FORCE_COLOR_ATTACHMENT 1 #define FORCE_DEPTH_ATTACHMENT 1
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@@ -53,17 +53,31 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
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/** Set the draw buffer used at the start of each frame draw. */
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void setDrawBuffer(GLenum buffer) { _drawBuffer = buffer; }
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void setDrawBuffer(GLenum buffer, bool applyMask = true ) { _drawBuffer = buffer; setDrawBufferApplyMask( applyMask ); }
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/** Get the draw buffer used at the start of each frame draw. */
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GLenum getDrawBuffer() const { return _drawBuffer; }
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/** Get the apply mask defining whether glDrawBuffer is called at each frame draw. */
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bool getDrawBufferApplyMask() const { return _drawBufferApplyMask; }
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/** Set the apply mask defining whether glDrawBuffer is called at each frame draw. */
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void setDrawBufferApplyMask( bool applyMask ) { _drawBufferApplyMask = applyMask; }
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/** Set the read buffer for any required copy operations to use. */
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void setReadBuffer(GLenum buffer) { _readBuffer = buffer; }
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void setReadBuffer(GLenum buffer, bool applyMask = true) { _readBuffer = buffer; setReadBufferApplyMask( applyMask ); }
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/** Get the read buffer for any required copy operations to use. */
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GLenum getReadBuffer() const { return _readBuffer; }
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/** Get the apply mask defining whether glReadBuffer is called at each frame draw. */
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bool getReadBufferApplyMask() const { return _readBufferApplyMask; }
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/** Set the apply mask defining whether glReadBuffer is called at each frame draw. */
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void setReadBufferApplyMask( bool applyMask ) { _readBufferApplyMask = applyMask; }
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/** Set the viewport.*/
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void setViewport(osg::Viewport* viewport) { _viewport = viewport; }
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@@ -251,7 +265,9 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
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osg::ref_ptr<osg::Viewport> _viewport;
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GLenum _drawBuffer;
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bool _drawBufferApplyMask;
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GLenum _readBuffer;
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bool _readBufferApplyMask;
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GLbitfield _clearMask;
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osg::ref_ptr<osg::ColorMask> _colorMask;
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osg::Vec4 _clearColor;
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