Remove superfluous clear

This commit is contained in:
Brad Davis 2015-08-21 00:28:43 -07:00
parent 75aff2f281
commit 1e074ab81c

View file

@ -1097,26 +1097,11 @@ void Application::paintGL() {
// Primary rendering pass
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize size = framebufferCache->getFrameBufferSize();
const QSize size = framebufferCache->getFrameBufferSize();
{
PROFILE_RANGE(__FUNCTION__ "/mainRender");
// Viewport is assigned to the size of the framebuffer
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
doInBatch(&renderArgs, [&](gpu::Batch& batch) {
auto primaryFbo = DependencyManager::get<FramebufferCache>()->getPrimaryFramebuffer();
batch.setFramebuffer(primaryFbo);
// clear the normal and specular buffers
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 |
gpu::Framebuffer::BUFFER_COLOR1 |
gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(0), 1), 1.0, 0.0);
});
renderArgs._viewport = gpu::Vec4i(0, 0, size.width(), size.height());
renderArgs._viewport = ivec4(0, 0, size.width(), size.height());
if (displayPlugin->isStereo()) {
// Stereo modes will typically have a larger projection matrix overall,
// so we ask for the 'mono' projection matrix, which for stereo and HMD
@ -1185,7 +1170,6 @@ void Application::paintGL() {
PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
auto primaryFbo = framebufferCache->getPrimaryFramebuffer();
GLuint finalTexture = gpu::GLBackend::getTextureID(primaryFbo->getRenderBuffer(0));
uvec2 finalSize = toGlm(size);
// Ensure the rendering context commands are completed when rendering
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Ensure the sync object is flushed to the driver thread before releasing the context
@ -1201,7 +1185,7 @@ void Application::paintGL() {
{
PROFILE_RANGE(__FUNCTION__ "/pluginDisplay");
displayPlugin->display(finalTexture, finalSize);
displayPlugin->display(finalTexture, toGlm(size));
}
{