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reorder make_cube_map() parameters
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@ -1604,7 +1604,7 @@ class ShowBase(DirectObject.DirectObject):
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source = source.getWindow()
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rig = NodePath(namePrefix)
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buffer = source.makeCubeMap(namePrefix, size, 1, rig, cameraMask)
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buffer = source.makeCubeMap(namePrefix, size, rig, cameraMask, 1)
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if buffer == None:
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raise StandardError, "Could not make cube map."
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@ -1664,7 +1664,7 @@ class ShowBase(DirectObject.DirectObject):
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# Now make the cube map buffer.
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rig = NodePath(namePrefix)
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buffer = toSphere.makeCubeMap(namePrefix, size, 0, rig, cameraMask)
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buffer = toSphere.makeCubeMap(namePrefix, size, rig, cameraMask, 0)
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if buffer == None:
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base.graphicsEngine.removeWindow(toSphere)
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raise StandardError, "Could not make cube map."
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@ -626,8 +626,8 @@ static ShowBuffersCubeMapRegions cube_map_regions[6] = {
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// rig.
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////////////////////////////////////////////////////////////////////
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GraphicsOutput *GraphicsOutput::
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make_cube_map(const string &name, int size, bool to_ram,
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NodePath &camera_rig, DrawMask camera_mask) {
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make_cube_map(const string &name, int size, NodePath &camera_rig,
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DrawMask camera_mask, bool to_ram) {
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if (!to_ram) {
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// Check the limits imposed by the GSG. (However, if we're
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// rendering the texture to RAM only, these limits may be
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@ -112,8 +112,10 @@ PUBLISHED:
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GraphicsOutput *make_texture_buffer(const string &name, int x_size, int y_size,
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Texture *tex = NULL, bool to_ram = false);
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GraphicsOutput *make_cube_map(const string &name, int size, bool to_ram,
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NodePath &camera_rig, DrawMask camera_mask);
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GraphicsOutput *make_cube_map(const string &name, int size,
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NodePath &camera_rig,
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DrawMask camera_mask = DrawMask::all_on(),
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bool to_ram = false);
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INLINE static Filename make_screenshot_filename(const string &prefix = "screenshot");
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INLINE Filename save_screenshot_default(const string &prefix = "screenshot");
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