*/␊ |
#endregion␊ |
␊ |
#region DISABLE_FAUXBACKBUFFER Option␊ |
// #define DISABLE_FAUXBACKBUFFER␊ |
/* If you want to debug GL without the extra FBO in your way, you can use this.␊ |
* Note that we only enable a faux-backbuffer when the window size is not equal␊ |
* to the backbuffer size!␊ |
* -flibit␊ |
*/␊ |
#endregion␊ |
␊ |
#region THREADED_GL Option␊ |
// #define THREADED_GL␊ |
/* Ah, so I see you've run into some issues with threaded GL...␊ |
|
␉␉␉);␊ |
␊ |
␉␉␉// Initialize the faux-backbuffer␊ |
#if !DISABLE_FAUXBACKBUFFER␊ |
␉␉␉int winWidth, winHeight;␊ |
␉␉␉GetWindowDimensions(␊ |
␉␉␉␉presentationParameters,␊ |
|
␉␉␉␉);␊ |
␉␉␉}␊ |
␉␉␉else␊ |
#endif␊ |
␉␉␉{␊ |
␉␉␉␉Backbuffer = new NullBackbuffer(␊ |
␉␉␉␉␉presentationParameters.BackBufferWidth,␊ |
|
␉␉␉PresentationParameters presentationParameters,␊ |
␉␉␉bool renderTargetBound␊ |
␉␉) {␊ |
#if !DISABLE_FAUXBACKBUFFER␊ |
␉␉␉int winWidth, winHeight;␊ |
␉␉␉GetWindowDimensions(␊ |
␉␉␉␉presentationParameters,␊ |
|
␉␉␉␉}␊ |
␉␉␉}␊ |
␉␉␉else␊ |
#endif␊ |
␉␉␉{␊ |
␉␉␉␉if (Backbuffer is OpenGLBackbuffer)␊ |
␉␉␉␉{␊ |