mirror of https://github.com/stella-emu/stella.git
Moved the screen clearing code out of the texture creation method
and into the createscreen method. Under Windows, it didn't matter, since createTextures() was called every time createScreen() was. Under Linux, createTextures() is only ever called once. Hence, the screen is never cleared. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@277 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.cxx,v 1.3 2004-06-23 00:15:32 stephena Exp $
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// $Id: FrameBufferGL.cxx,v 1.4 2004-06-23 00:33:37 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -103,6 +103,12 @@ bool FrameBufferGL::createScreen()
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createTextures();
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#endif
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// Make sure any old parts of the screen are erased
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// Do it for both buffers!
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT);
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theRedrawEntireFrameIndicator = true;
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return true;
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}
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@ -482,12 +488,6 @@ bool FrameBufferGL::createTextures()
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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// Make sure any old parts of the screen are erased
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// Do it for both buffers!
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT);
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return true;
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}
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