fix EGL issue related to glViewport in startRender method

This commit is contained in:
bla
2018-10-01 18:51:02 -07:00
parent bfafd9b0ae
commit 7cd962467e
2 changed files with 2 additions and 13 deletions

View File

@@ -248,7 +248,7 @@ void EGLOpenGLWindow::createWindow(const b3gWindowConstructionInfo& ci)
printf("GL_VERSION=%s\n", ver); printf("GL_VERSION=%s\n", ver);
const GLubyte* sl = glGetString(GL_SHADING_LANGUAGE_VERSION); const GLubyte* sl = glGetString(GL_SHADING_LANGUAGE_VERSION);
printf("GL_SHADING_LANGUAGE_VERSION=%s\n", sl); printf("GL_SHADING_LANGUAGE_VERSION=%s\n", sl);
glViewport(0,0,m_data->m_windowWidth, m_data->m_windowHeight);
//int i = pthread_getconcurrency(); //int i = pthread_getconcurrency();
//printf("pthread_getconcurrency()=%d\n", i); //printf("pthread_getconcurrency()=%d\n", i);
} }
@@ -273,7 +273,6 @@ void EGLOpenGLWindow::setRequestExit() {}
void EGLOpenGLWindow::startRendering() void EGLOpenGLWindow::startRendering()
{ {
// printf("EGL window start rendering.\n"); // printf("EGL window start rendering.\n");
glViewport(0, 0, m_data->m_windowWidth, m_data->m_windowHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
} }

View File

@@ -1006,19 +1006,9 @@ void EGLRendererVisualShapeConverter::copyCameraImageDataGL(
{ {
if (startPixelIndex == 0) if (startPixelIndex == 0)
{ {
glViewport(0, 0, sourceWidth, sourceHeight); glViewport(0,0, sourceWidth, sourceHeight);
m_data->m_window->endRendering(); m_data->m_window->endRendering();
m_data->m_window->startRendering(); m_data->m_window->startRendering();
/*
ATTRIBUTE_ALIGNED16(float viewMat[16]);
ATTRIBUTE_ALIGNED16(float projMat[16]);
m_data->m_camera.getCameraProjectionMatrix(projMat);
m_data->m_camera.getCameraViewMatrix(viewMat);
cout<<viewMat[4*0 + 0]<<" "<<viewMat[4*0+1]<<" "<<viewMat[4*0+2]<<" "<<viewMat[4*0+3] << endl;
cout<<viewMat[4*1 + 0]<<" "<<viewMat[4*1+1]<<" "<<viewMat[4*1+2]<<" "<<viewMat[4*1+3] << endl;
cout<<viewMat[4*2 + 0]<<" "<<viewMat[4*2+1]<<" "<<viewMat[4*2+2]<<" "<<viewMat[4*2+3] << endl;
cout<<viewMat[4*3 + 0]<<" "<<viewMat[4*3+1]<<" "<<viewMat[4*3+2]<<" "<<viewMat[4*3+3] << endl;
*/
B3_PROFILE("m_instancingRenderer render"); B3_PROFILE("m_instancingRenderer render");
m_data->m_instancingRenderer->writeTransforms(); m_data->m_instancingRenderer->writeTransforms();