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https://github.com/processing/processing4.git
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leaving backbuffer improvements for later
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@@ -505,7 +505,6 @@ public class PGL {
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protected void initPrimarySurface(int antialias) {
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/*
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if (ENABLE_OSX_SCREEN_FBO) {
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needScreenFBO = false;
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glColorFbo[0] = 0;
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@@ -527,8 +526,6 @@ public class PGL {
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}
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}
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}
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*/
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needScreenFBO = true;
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if (profile == null) {
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profile = GLProfile.getDefault();
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@@ -634,7 +631,8 @@ public class PGL {
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// Create the color texture...
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gl.glGenTextures(2, glColorTex, 0);
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for (int i = 0; i < 2; i++) {
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// for (int i = 0; i < 2; i++) { // Don't create back-buffer for now.
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for (int i = 0; i < 1; i++) {
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gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[i]);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
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GL.GL_NEAREST);
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@@ -965,20 +963,20 @@ public class PGL {
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
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// Blitting the front texture into the back texture.
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gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
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GL.GL_COLOR_ATTACHMENT0,
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GL.GL_TEXTURE_2D,
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glColorTex[backTex], 0);
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drawTexture(GL.GL_TEXTURE_2D, glColorTex[frontTex], fboWidth, fboHeight,
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0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
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// Leave the front texture as current
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gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
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GL.GL_COLOR_ATTACHMENT0,
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GL.GL_TEXTURE_2D,
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glColorTex[frontTex], 0);
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// Disabling back-buffer for the time being.
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// // Blitting the front texture into the back texture.
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// gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
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// GL.GL_COLOR_ATTACHMENT0,
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// GL.GL_TEXTURE_2D,
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// glColorTex[backTex], 0);
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// drawTexture(GL.GL_TEXTURE_2D, glColorTex[frontTex], fboWidth, fboHeight,
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// 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
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//
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// // Leave the front texture as current
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// gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
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// GL.GL_COLOR_ATTACHMENT0,
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// GL.GL_TEXTURE_2D,
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// glColorTex[frontTex], 0);
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// TODO: check if the screen FBO should be left bound instead
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PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
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