Пример #1
0
bool GL::GeometryBuffer::Update(const bool init) {
	currBufferSize = GetWantedSize(true);

	// FBO must be valid from point of construction
	if (!buffer.IsValid())
		return false;

	// buffer isn't bound by calling context, can not call
	// GetStatus to check for GL_FRAMEBUFFER_COMPLETE here
	//
	if (HasAttachments()) {
		// technically a buffer can not be complete yet during
		// initialization, however the GL spec says that FBO's
		// with only empty attachments are complete by default
		// assert(!init);

		// FBO was already initialized (during init or from Lua)
		// so it will have attachments -> check if they need to
		// be regenerated, eg. if a window resize event happened
		if (prevBufferSize == currBufferSize)
			return true;

		DetachTextures(init);
	}

	return (Create(prevBufferSize = currBufferSize));
}
Пример #2
0
void GL::GeometryBuffer::Kill(bool dtor) {
	if (dead) {
		// if already dead, this must be final cleanup
		assert(dtor);
		return;
	}

	if (buffer.IsValid())
		DetachTextures(false);

	dead = true;
}
Пример #3
0
void GL::GeometryBuffer::Kill() {
	if (buffer.IsValid()) {
		DetachTextures(false);
	}
}