- use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
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6 changed files with 157 additions and 89 deletions
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@ -94,7 +94,15 @@ private:
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class Wiper
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{
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class WipeVertexBuffer;
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protected:
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WipeVertexBuffer *mVertexBuf;
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void MakeVBO(OpenGLFrameBuffer *fb);
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public:
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Wiper();
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virtual ~Wiper();
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virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
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};
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