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Added 1200px height selection (e.g. for WUXGA displays)
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@@ -14,8 +14,8 @@
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const char* FrameBuffer::aspect_ratio_name[5] = { "4:3", "3:2", "16:10", "16:9", "21:9" };
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glm::vec2 FrameBuffer::aspect_ratio_size[5] = { glm::vec2(4.f,3.f), glm::vec2(3.f,2.f), glm::vec2(16.f,10.f), glm::vec2(16.f,9.f) , glm::vec2(21.f,9.f) };
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const char* FrameBuffer::resolution_name[4] = { "720", "1080", "1440", "2160" };
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float FrameBuffer::resolution_height[4] = { 720.f, 1080.f, 1440.f, 2160.f };
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const char* FrameBuffer::resolution_name[5] = { "720", "1080", "1200", "1440", "2160" };
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float FrameBuffer::resolution_height[5] = { 720.f, 1080.f, 1200.f, 1440.f, 2160.f };
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glm::vec3 FrameBuffer::getResolutionFromParameters(int ar, int h)
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@@ -40,8 +40,8 @@ public:
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// size descriptions
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static const char* aspect_ratio_name[5];
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static glm::vec2 aspect_ratio_size[5];
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static const char* resolution_name[4];
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static float resolution_height[4];
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static const char* resolution_name[5];
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static float resolution_height[5];
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static glm::vec3 getResolutionFromParameters(int ar, int h);
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static glm::ivec2 getParametersFromResolution(glm::vec3 res);
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// unbind any framebuffer object
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