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builds in the last month
for (auto& iprGroup : _iprDisplayGroup[step]) {
GL::Renderer::setStencilFunction(GL::Renderer::StencilFunction::Always, 1, 0xff);
GL::Renderer::setStencilMask(0xff);
// Draw Text
auto& textRenderer = iprGroup.textRenderer;
if (textRenderer) {
textRenderer->finish(_camera.camera().cameraMatrix());
_camera.camera().draw(textRenderer->getDrawable());
}
}
for (auto& iprGroup : _iprDisplayGroup[step]) {
GL::Renderer::setStencilFunction(GL::Renderer::StencilFunction::NotEqual, 1, 0xff);
GL::Renderer::setStencilMask(0x00);
// Draw Diamond Background
_camera.camera().draw(iprGroup.upIprBgGroup);
// Draw Background Outline
_camera.camera().draw(iprGroup.upIprOutlineGroup);
// Draw Line
_camera.camera().draw(iprGroup.upIprLineGroup);
}
Here's the code.
mapForDraw
method, that framebuffer become useless. It just renders a black screen on it. I'm currently using the 2020.06
version of Magnum. This happens even on the simple triangle example! Infact, the object picking example does render a black screen on iOS.maxDrawBuffers
and maxColorAttachments
return 8
. I can't understand why.
layout
qualifier, but he use out vec4 fragColor[3];
, where 3
is the amount of render targets...
does anything improve if you call
Now I try this in a moment... I have to switch to macOS.
GL::Framebuffer::ColorAttachment{my_index_here}
in my own code...
does anything improve if you call
GL::defaultFramebuffer.mapForDraw({Shaders::Phong::ColorOutput, GL::DefaultFramebuffer::ColorAttachment::Back});
(or a variant of it that actually compiles) right before the blit call?
I think you wanted this, right?
GL::defaultFramebuffer.mapForDraw({{MyShader::ColorOutput, GL::DefaultFramebuffer::DrawAttachment::Back}});
Because I cannot find GL::DefaultFramebuffer::ColorAttachment::Back
nor in the docs (last version), nor in 2020.06
.
AspectRatioPolicy
in SceneGraph::Camera
is hardcoded with default ::NotPreserved
value, is this by design? Would be nice to get it as parameter or maybe configurable global default