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authorSven Gothel <[email protected]>2019-06-24 14:57:55 +0200
committerSven Gothel <[email protected]>2019-06-24 14:57:55 +0200
commit203f795cd3332d6d61c210c8b7901de069d9166a (patch)
treee35b5ff354eadbf917162fa83469e420a55b8b9f /make/config/oculusvr/oculusvr-ovr-CustomJavaCode.java
parentbba73bc096250a3c7fc036d84b1ea054d1b70b06 (diff)
iOS: Clean up promotion of EAGLLayer use down to FBObject
Initial commit bba73bc096250a3c7fc036d84b1ea054d1b70b06 hacked its path using a context global EGLLayer instance attachement. The hack was good for the first demo, however, it forbid using other FBObjects etc on the way. Properly specifying FBObject.Attachment.StorageDefinition, allowing the user to inject code for selected FBO attachements to define their storage. This might be useful for different platforms as well - however, it is OS agnostic and instance specific now. In this sense, GLFBODrawableImpl, hosting FBObject, has a more specific instance of FBObject.Attachment.StorageDefinition for color-renderbuffer. It is passed along newly created color renderbuffer. GLDrawableFactoryImpl.createGLDrawable uses a derived interface, OnscreenFBOColorbufferStorageDefinition which is defined in IOSEAGLDrawableFactory and return by its getter. GLDrawableFactoryImpl.createGLDrawable is therefor platform agnostic again. Bottom line is, as more platforms will be added, these semi-public interfaces have to adapt to suit them all .. All this due to iOS architecture for 'onscreen rendering' using a FBO which shares its color renderbuffer storage with the EAGLLayer, associated with the UIView. A bit weird maybe in first sight, but efficient for creating cheap hardware design ;-) Only criticism here is that Apple didn't bother using EGL and an extension.
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