- it compiles again.

This won't work, though, because no backend for the new 2D code exists yet.
This commit is contained in:
Christoph Oelckers 2018-03-28 16:40:09 +02:00
commit 16480a3f4b
18 changed files with 195 additions and 1907 deletions

View file

@ -798,10 +798,10 @@ void FGLRenderer::Flush()
mBuffers->BindEyeFB(eye_ix);
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
m2DDrawer->Draw();
screen->Draw2D();
FGLDebug::PopGroup();
}
m2DDrawer->Clear();
screen->Clear2D();
FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
@ -818,8 +818,8 @@ void FGLRenderer::Flush()
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
m2DDrawer->Clear();
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
mCustomPostProcessShaders->Run("screen");