virtual void bindBuffer(unsigned int width = 0, unsigned int height = 0) = 0;
virtual void unbindBuffer() = 0;
virtual void useBuffer() const = 0;
- virtual void clearBuffer() const = 0;
virtual void updateSize(unsigned int _width, unsigned int _height) = 0;
}
-void fBufferObject::clearBuffer() const
+void fBufferObject::clearBuffer()
{
- glBindFramebuffer(buffer_target, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void fBufferObject::updateSize(unsigned int _width, unsigned int _height)
virtual void useBuffer() const override;
- virtual void clearBuffer() const override;
+ static void clearBuffer();
virtual void updateSize(unsigned int _width, unsigned int _height) override;
}
-void rBufferObject::clearBuffer() const
+void rBufferObject::clearBuffer()
{
- glBindRenderbuffer(buffer_target, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
void rBufferObject::updateSize(unsigned int _width, unsigned int _height)
virtual void useBuffer() const override;
- virtual void clearBuffer() const override;
+ static void clearBuffer();
void updateSize(unsigned int _width, unsigned int _height) override;
postRender = new fBufferObject(2, false);
postRender->bindBuffer(Graphix::getWindowWidth(), Graphix::getWindowHeight());
- render->clearBuffer();
+ fBufferObject::clearBuffer();
Graphix::disableEffects(EF_BLOOM);
}
}
else
{
- render->clearBuffer();
+ fBufferObject::clearBuffer();
}
/*DRAW SCENE*/
{
/* BLEND BRIGHTNESS TO ORIGINAL*/
Shader::getShader(SH_BLEND)->useShader();
- render->clearBuffer();
+ fBufferObject::clearBuffer();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//SceneObjects.front()->gTexture()->useTexture();
//shadowdir->getTexture()->useTexture();
void Scene::bindShader()
{
/*SceneObject*/
- ShaderTarget shader[] = {SH_BASIC,SH_BASICTEXTURE,SH_LIGHTING, SH_SHADOWDIR, SH_NORMALS};
+ ShaderTarget shader[] = {SH_BASIC,SH_BASICTEXTURE,SH_LIGHTING, SH_SHADOWDIR};
for (int s = 0; s < NELEMS(shader); s++)
{
for (auto i = SceneObjects.cbegin(); i != SceneObjects.cend(); ++i)