# Draw directly to the screen framebuffer
glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
glViewport(0, 0, display.width, display.height)
+ glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
var gl_error = glGetError
assert gl_error == gl_NO_ERROR else print_error gl_error
# Draw to our dynamic framebuffer
glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.dynamic_framebuffer)
- glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
var ratio = dynamic_resolution_ratio
ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
glViewport(0, 0, (display.width.to_f*ratio).to_i,
(display.height.to_f*ratio).to_i)
+ glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
+
var gl_error = glGetError
assert gl_error == gl_NO_ERROR else print_error gl_error
end
redef fun frame_core(display)
do
- # Prepare to draw, clear buffers
- glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT)
-
# Check errors
var gl_error = glGetError
assert gl_error == gl_NO_ERROR else print_error gl_error