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[texture] push/pop draw buffer when painting actors to a texture
When updating the FBO for a source actor (to support clutter_texture_new_from_actor()) we used to simply set an offscreen draw buffer to be current, paint the source actor and then explicitly set the window to be current again. This precluded chaining texture_new_from_actor though because updating another FBO associated with a source actor would end up restoring the window as the current buffer instead of the previous offscreen buffer. Now that we use Cogl's draw buffer stack; chaining clutter_texture_new_from_actor() should be possible.
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@ -548,6 +548,7 @@ clutter_texture_paint (ClutterActor *self)
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clutter_shader_set_is_enabled (shader, FALSE);
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/* Redirect drawing to the fbo */
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cogl_push_draw_buffer ();
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cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, priv->fbo_handle);
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if ((stage = clutter_actor_get_stage (self)))
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@ -589,8 +590,8 @@ clutter_texture_paint (ClutterActor *self)
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/* Render out actor scene to fbo */
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clutter_actor_paint (priv->fbo_source);
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/* Restore drawing to the frame buffer */
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cogl_set_draw_buffer (COGL_WINDOW_BUFFER, COGL_INVALID_HANDLE);
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/* Restore drawing to the previous draw buffer */
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cogl_pop_draw_buffer ();
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/* Restore the perspective matrix using cogl_perspective so that
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the inverse matrix will be right */
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