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glgsg: Minor code cleanup in FBO code
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@ -11,14 +11,18 @@
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* @date 2006-01-15
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* @date 2006-01-15
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*/
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*/
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/**
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*
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*/
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INLINE int CLP(GraphicsBuffer)::
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INLINE int CLP(GraphicsBuffer)::
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get_multisample_count()
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get_multisample_count() {
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{
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return _requested_multisamples;
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return _requested_multisamples;
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}
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}
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/**
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*
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*/
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INLINE int CLP(GraphicsBuffer)::
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INLINE int CLP(GraphicsBuffer)::
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get_coverage_sample_count()
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get_coverage_sample_count() {
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{
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return _requested_coverage_samples;
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return _requested_coverage_samples;
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}
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}
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@ -23,11 +23,14 @@
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* ARB_draw_buffers extensions. This design has significant advantages over
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* ARB_draw_buffers extensions. This design has significant advantages over
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* the older wglGraphicsBuffer and glxGraphicsBuffer:
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* the older wglGraphicsBuffer and glxGraphicsBuffer:
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*
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*
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* * Can export depth and stencil. * Supports auxiliary bitplanes. *
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* - Can export depth and stencil.
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* Supports non-power-of-two padding. * Supports tracking of host window
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* - Supports auxiliary bitplanes.
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* size. * Supports cumulative render-to-texture. * Faster than pbuffers. *
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* - Supports non-power-of-two padding.
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* Can render onto a texture without clearing it first. * Supports
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* - Supports tracking of host window size.
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* multisample antialiased rendering.
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* - Supports cumulative render-to-texture.
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* - Faster than pbuffers.
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* - Can render onto a texture without clearing it first.
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* - Supports multisample antialiased rendering.
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*
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*
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* Some of these deserve a little explanation. Auxiliary bitplanes are
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* Some of these deserve a little explanation. Auxiliary bitplanes are
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* additional bitplanes above and beyond the normal depth,stencil,color. One
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* additional bitplanes above and beyond the normal depth,stencil,color. One
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@ -45,7 +48,6 @@
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* EXT_framebuffer_blit to allow for multisample antialiasing these offscreen
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* EXT_framebuffer_blit to allow for multisample antialiasing these offscreen
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* render targets. If these extensions are unavailable the buffer will render
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* render targets. If these extensions are unavailable the buffer will render
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* as if multisamples is 0.
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* as if multisamples is 0.
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*
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*/
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*/
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class EXPCL_GL CLP(GraphicsBuffer) : public GraphicsBuffer {
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class EXPCL_GL CLP(GraphicsBuffer) : public GraphicsBuffer {
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public:
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public:
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