void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture) { bool multisample = canUseMultisampleBuffers(); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height()); m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); m_customFilterRenderer->draw(inputTexture, m_contextSize); if (multisample) resolveMultisampleBuffer(); }
void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture) { bool multisample = canUseMultisampleBuffers(); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height()); m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); bindProgramAndBuffers(inputTexture); m_context->drawElements(GraphicsContext3D::TRIANGLES, m_mesh->indicesCount(), GraphicsContext3D::UNSIGNED_SHORT, 0); unbindVertexAttributes(); if (multisample) resolveMultisampleBuffer(); }