add back the 'swapBuffers' in VR demo (slightly lower performance, but easier to use demo.

fix issue related to TinyRenderer shadowbuffer API change
This commit is contained in:
erwincoumans
2016-12-02 13:23:50 -08:00
parent 08c9bf88e9
commit e5aea04e23
3 changed files with 2 additions and 3 deletions

View File

@@ -855,7 +855,7 @@ void CMainApplication::RenderFrame()
// SwapWindow
{
B3_PROFILE("m_app->swapBuffer");
// m_app->swapBuffer();
m_app->swapBuffer();
//SDL_GL_SwapWindow( m_pWindow );
}

View File

@@ -30,7 +30,7 @@ struct TinyRenderObjectData
TGAImage& m_rgbColorBuffer;
b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
b3AlignedObjectArray<float>* m_shadowBuffer;
b3AlignedObjectArray<float>* m_shadowBuffer;//optional, hence a pointer
b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);

View File

@@ -147,7 +147,6 @@ int main(int argc, char* argv[])
renderData.m_rgbColorBuffer.set(x,y,color);
renderData.m_depthBuffer[x+y*textureWidth] = -1e30f;
renderData.m_shadowBuffer[x+y*textureWidth] = -1e30f;
}
}