void Camera::draw(sf::RenderTarget* _renderTarget, GOIterator* gameObjects, BgObjectContainer* bgObjects,Level& level, bool debug) { sf::RenderTarget* oldTarget = renderTarget; renderTarget = _renderTarget; updateRenderTarget(); draw(gameObjects, bgObjects, level, debug); renderTarget = oldTarget; updateRenderTarget(); }
bool OpenGLTexture::updateImageBuffer() { /* Update dimension and format */ const bool ReCreateTexture = (GLDimension_ != GLBasePipeline::getGlTexDimension(Type_)); updateFormatAndDimension(); if (ReCreateTexture) createHWTexture(); /* Bind texture */ glBindTexture(GLDimension_, getTexID()); /* Update hardware texture settings */ updateTextureAttributes(); updateTextureImage(); /* Update render target (create/delete) */ if (GlbRenderSys->RenderQuery_[RenderSystem::RENDERQUERY_RENDERTARGET]) updateRenderTarget(); /* Unbind texture */ glBindTexture(GLDimension_, 0); return true; }
Renderer(int width, int height) { canvas = NULL; context = NULL; renderTarget = NULL; //Initialize SkGraphics::Init(); const GrGLInterface* interface = GrGLCreateNativeInterface(); SkASSERT(NULL != interface); context = GrContext::Create(kOpenGL_GrBackend, (GrBackendContext)(interface)); SkASSERT(NULL != context); updateRenderTarget(width, height); // if (NULL != context && NULL != renderTarget) { // SkAutoTUnref<SkBaseDevice> device(new SkGpuDevice(context, renderTarget)); // canvas = new SkCanvas(device); // } }
void QSGPainterNode::update() { if (m_dirtyRenderTarget) updateRenderTarget(); if (m_dirtyGeometry) updateGeometry(); if (m_dirtyTexture) updateTexture(); if (m_dirtyContents) paint(); m_dirtyGeometry = false; m_dirtyRenderTarget = false; m_dirtyTexture = false; m_dirtyContents = false; }