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
This commit is contained in:
stephena 2004-06-23 00:33:37 +00:00
parent db6d064ebf
commit 6ddd117edf
1 changed files with 7 additions and 7 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGL.cxx,v 1.3 2004-06-23 00:15:32 stephena Exp $
// $Id: FrameBufferGL.cxx,v 1.4 2004-06-23 00:33:37 stephena Exp $
//============================================================================
#include <SDL.h>
@ -103,6 +103,12 @@ bool FrameBufferGL::createScreen()
createTextures();
#endif
// Make sure any old parts of the screen are erased
// Do it for both buffers!
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
theRedrawEntireFrameIndicator = true;
return true;
}
@ -482,12 +488,6 @@ bool FrameBufferGL::createTextures()
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
// Make sure any old parts of the screen are erased
// Do it for both buffers!
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT);
return true;
}