void GridBase::afterDraw(cocos2d::Node *target) { _grabber->afterRender(_texture); // restore projection Director *director = Director::getInstance(); director->setProjection(_directorProjection); director->setViewport(); const auto& vp = Camera::getDefaultViewport(); glViewport(vp._left, vp._bottom, vp._width, vp._height); // if (target->getCamera()->isDirty()) // { // Vec2 offset = target->getAnchorPointInPoints(); // // // // // FIXME: Camera should be applied in the AnchorPoint // // // kmGLTranslatef(offset.x, offset.y, 0); // target->getCamera()->locate(); // kmGLTranslatef(-offset.x, -offset.y, 0); // } GL::bindTexture2D(_texture->getName()); // restore projection for default FBO .fixed bug #543 #544 //TODO: Director::getInstance()->setProjection(Director::getInstance()->getProjection()); //TODO: Director::getInstance()->applyOrientation(); beforeBlit(); blit(); afterBlit(); }
void GridBase::afterDraw(cocos2d::Node *target) { _grabber->afterRender(_texture); // restore projection Director *director = Director::DirectorInstance; director->setProjection(_directorProjection); GL::bindTexture2D(_texture->getName()); // restore projection for default FBO .fixed bug #543 #544 //TODO: Director::getInstance()->setProjection(Director::getInstance()->getProjection()); //TODO: Director::getInstance()->applyOrientation(); beforeBlit(); blit(); afterBlit(); }