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authorSven Gothel <[email protected]>2019-06-23 08:03:04 +0200
committerSven Gothel <[email protected]>2019-06-23 08:03:04 +0200
commitbba73bc096250a3c7fc036d84b1ea054d1b70b06 (patch)
treeed02575eac2a46bd49627444dcce972946ae8d2e /src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java
parent154e91978498d8b6db9ce34a1f06b298bcf4c361 (diff)
iOS: Initial working commit supporting iOS (ipad pro 11)
using our OpenJFK 9 x86_64 and arm64 build. Test demo class is 'com.jogamp.opengl.demos.ios.Hello', residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'. This commit does not yet include a working NEWT specialization for iOS, but it shall followup soon. Instead this commit demonstrates JOGL operating on native UIWindow, UIView and CAEAGLLayer as provided by Nativewindow's IOSUtil. Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI +++ Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). Therefor the default demo GLEventListener chosen here don't require a depth buffer ;-) This issue can hopefully be mitigated with other means than using a flat FBO sink similar to FBO multisampling.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java')
-rw-r--r--src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java b/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java
index cddaebe25..64cca7bdd 100644
--- a/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java
+++ b/src/jogl/classes/jogamp/opengl/GLFBODrawableImpl.java
@@ -87,17 +87,17 @@ public class GLFBODrawableImpl extends GLDrawableImpl implements GLFBODrawable {
* @param parent
* @param surface
* @param fboCaps the requested FBO capabilities
- * @param textureUnit
+ * @param textureUnit if valid, i.e. >= 0, signals {@link #FBOMODE_USE_TEXTURE}, otherwise a color renderbuffer is assumed
*/
protected GLFBODrawableImpl(final GLDrawableFactoryImpl factory, final GLDrawableImpl parent, final NativeSurface surface,
final GLCapabilitiesImmutable fboCaps, final int textureUnit) {
super(factory, surface, fboCaps, false);
this.initialized = false;
- this.fboModeBits = FBOMODE_USE_TEXTURE;
+ this.fboModeBits = textureUnit>=0 ? FBOMODE_USE_TEXTURE : 0;
this.parent = parent;
this.origParentChosenCaps = getChosenGLCapabilities(); // just to avoid null, will be reset at initialize(..)
- this.texUnit = textureUnit;
+ this.texUnit = textureUnit>=0 ? textureUnit : 0;
this.samples = fboCaps.getNumSamples();
this.fboResetQuirk = false;
this.swapBufferContext = null;