From c624359163ea9b5f8547a1024380622dca0c7940 Mon Sep 17 00:00:00 2001 From: Hajime Hoshi Date: Wed, 28 Feb 2018 23:33:22 +0900 Subject: [PATCH] graphics: Remove glClear before glTexSubImage2D, that is no longer needed --- internal/graphics/command.go | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/internal/graphics/command.go b/internal/graphics/command.go index 35cf6a4c7..7eb03090d 100644 --- a/internal/graphics/command.go +++ b/internal/graphics/command.go @@ -279,14 +279,9 @@ func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error { } f.setAsViewport() - // Filling with non black or white color is required here for glTexSubImage2D. - // Very mysterious but this actually works (Issue #186). - // This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51. - if err := opengl.GetContext().FillFramebuffer(0, 0, 0.5, 1); err != nil { - return err - } - // This is necessary on Android. We can't call glClear just before glTexSubImage2D without - // glFlush. glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211). + // This is necessary on Android. + // + // glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211). // This also happens when a fillCommand precedes a replacePixelsCommand. // TODO: Can we have a better way like optimizing commands? opengl.GetContext().Flush()