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clean code for PR
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054809d570
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c47cee3f3b
2 changed files with 0 additions and 14 deletions
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@ -52,8 +52,6 @@ void TextureCache::setFrameBufferSize(QSize frameBufferSize) {
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_primaryNormalTexture.reset();
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_primarySpecularTexture.reset();
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_transparentFramebuffer.reset();
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_secondaryFramebuffer.reset();
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_tertiaryFramebuffer.reset();
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@ -266,14 +264,6 @@ void TextureCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool nor
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batch._glDrawBuffers(bufferCount, buffers);
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}
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gpu::FramebufferPointer TextureCache::getTransparentFramebuffer() {
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if (!_transparentFramebuffer) {
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_transparentFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
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_transparentFramebuffer->setDepthStencilBuffer(getPrimaryDepthTexture(), getPrimaryDepthTexture()->getTexelFormat());
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}
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return _transparentFramebuffer;
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}
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gpu::FramebufferPointer TextureCache::getSecondaryFramebuffer() {
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if (!_secondaryFramebuffer) {
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_secondaryFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height()));
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@ -71,8 +71,6 @@ public:
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gpu::TexturePointer getPrimaryNormalTexture();
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gpu::TexturePointer getPrimarySpecularTexture();
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gpu::FramebufferPointer getTransparentFramebuffer();
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/// Returns the ID of the primary framebuffer object's depth texture. This contains the Z buffer used in rendering.
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GLuint getPrimaryDepthTextureID();
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GLuint getPrimaryColorTextureID();
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@ -126,8 +124,6 @@ private:
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gpu::FramebufferPointer _primaryFramebuffer;
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void createPrimaryFramebuffer();
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gpu::FramebufferPointer _transparentFramebuffer;
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gpu::FramebufferPointer _secondaryFramebuffer;
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gpu::FramebufferPointer _tertiaryFramebuffer;
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