void ctx_present(struct context *ctx) { glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_viewport(ctx->winw, ctx->winh); gl_clear(0.f, 0.f, 0.f, 1.f); if (ctx->hidpi) ctx_scale(ctx, 2, 2); framebuffer_draw(ctx->screen, ctx); glfwSwapBuffers(ctx->win); }
void render_technique_ss::bind(void) { gl_bind_frame_buffer(GL_FRAMEBUFFER, m_frame_buffer); gl_viewport(0, 0, m_frame_width, m_frame_height); gl_disable(GL_DEPTH_TEST); material::get_cached_parameters()->m_is_depth_test = false; gl_depth_mask(GL_FALSE); material::get_cached_parameters()->m_is_depth_mask = false; gl_disable(GL_STENCIL_TEST); material::get_cached_parameters()->m_is_stencil_test = false; gl_clear_color(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a); gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(m_material->get_shader()->is_loaded() && m_material->get_shader()->is_commited()) { m_material->bind(); m_quad->bind(m_material->get_shader()->get_guid(), m_material->get_shader()->get_attributes()); } }
void opengl_impl::draw() { gl_clear(GL_COLOR_BUFFER_BIT); gl_color_3f(1.0, 0.0, 0.0); draw_behavior(center_x, center_y, R, 1000); gl_flush(); }
void render_target::clear() { gl_clear_color(0.f, 0.f, 0.f, 1.f); gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }