fix EGL issue related to glViewport in startRender method
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@@ -248,7 +248,7 @@ void EGLOpenGLWindow::createWindow(const b3gWindowConstructionInfo& ci)
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printf("GL_VERSION=%s\n", ver);
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printf("GL_VERSION=%s\n", ver);
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const GLubyte* sl = glGetString(GL_SHADING_LANGUAGE_VERSION);
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const GLubyte* sl = glGetString(GL_SHADING_LANGUAGE_VERSION);
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printf("GL_SHADING_LANGUAGE_VERSION=%s\n", sl);
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printf("GL_SHADING_LANGUAGE_VERSION=%s\n", sl);
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glViewport(0,0,m_data->m_windowWidth, m_data->m_windowHeight);
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//int i = pthread_getconcurrency();
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//int i = pthread_getconcurrency();
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//printf("pthread_getconcurrency()=%d\n", i);
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//printf("pthread_getconcurrency()=%d\n", i);
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}
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}
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@@ -273,7 +273,6 @@ void EGLOpenGLWindow::setRequestExit() {}
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void EGLOpenGLWindow::startRendering()
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void EGLOpenGLWindow::startRendering()
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{
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{
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// printf("EGL window start rendering.\n");
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// printf("EGL window start rendering.\n");
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glViewport(0, 0, m_data->m_windowWidth, m_data->m_windowHeight);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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}
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@@ -1006,19 +1006,9 @@ void EGLRendererVisualShapeConverter::copyCameraImageDataGL(
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{
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{
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if (startPixelIndex == 0)
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if (startPixelIndex == 0)
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{
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{
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glViewport(0, 0, sourceWidth, sourceHeight);
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glViewport(0,0, sourceWidth, sourceHeight);
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m_data->m_window->endRendering();
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m_data->m_window->endRendering();
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m_data->m_window->startRendering();
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m_data->m_window->startRendering();
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/*
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ATTRIBUTE_ALIGNED16(float viewMat[16]);
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ATTRIBUTE_ALIGNED16(float projMat[16]);
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m_data->m_camera.getCameraProjectionMatrix(projMat);
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m_data->m_camera.getCameraViewMatrix(viewMat);
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cout<<viewMat[4*0 + 0]<<" "<<viewMat[4*0+1]<<" "<<viewMat[4*0+2]<<" "<<viewMat[4*0+3] << endl;
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cout<<viewMat[4*1 + 0]<<" "<<viewMat[4*1+1]<<" "<<viewMat[4*1+2]<<" "<<viewMat[4*1+3] << endl;
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cout<<viewMat[4*2 + 0]<<" "<<viewMat[4*2+1]<<" "<<viewMat[4*2+2]<<" "<<viewMat[4*2+3] << endl;
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cout<<viewMat[4*3 + 0]<<" "<<viewMat[4*3+1]<<" "<<viewMat[4*3+2]<<" "<<viewMat[4*3+3] << endl;
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*/
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B3_PROFILE("m_instancingRenderer render");
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B3_PROFILE("m_instancingRenderer render");
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m_data->m_instancingRenderer->writeTransforms();
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m_data->m_instancingRenderer->writeTransforms();
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