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ui: Bug fix: Make sure current framebuffers rendered (#158)
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@ -156,6 +156,10 @@ func (c *Context) TexSubImage2D(p []uint8, width, height int) {
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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gl.TexSubImage2D(mgl.TEXTURE_2D, 0, 0, 0, width, height, mgl.RGBA, mgl.UNSIGNED_BYTE, p)
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}
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}
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func (c *Context) BindZeroFramebuffer() {
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gl.BindFramebuffer(mgl.FRAMEBUFFER, mgl.Framebuffer(ZeroFramebuffer))
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}
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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func (c *Context) NewFramebuffer(texture Texture) (Framebuffer, error) {
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f := gl.CreateFramebuffer()
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f := gl.CreateFramebuffer()
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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gl.BindFramebuffer(mgl.FRAMEBUFFER, f)
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@ -157,6 +157,11 @@ func (u *userInterface) setScreenSize(width, height, scale int) bool {
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return false
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return false
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}
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}
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here.
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u.context.BindZeroFramebuffer()
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u.swapBuffers()
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ch := make(chan struct{})
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ch := make(chan struct{})
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window := u.window
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window := u.window
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window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) {
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window.SetFramebufferSizeCallback(func(w *glfw.Window, width, height int) {
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