graphics: Remove glClear before glTexSubImage2D, that is no longer needed

This commit is contained in:
Hajime Hoshi 2018-02-28 23:33:22 +09:00
parent 9e61d0622e
commit c624359163

View File

@ -279,14 +279,9 @@ func (c *replacePixelsCommand) Exec(indexOffsetInBytes int) error {
} }
f.setAsViewport() f.setAsViewport()
// Filling with non black or white color is required here for glTexSubImage2D. // This is necessary on Android.
// Very mysterious but this actually works (Issue #186). //
// This is needed even after fixing a shader bug at f537378f2a6a8ef56e1acf1c03034967b77c7b51. // glTexSubImage2D didn't work without this hack at least on Nexus 5x (#211).
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 also happens when a fillCommand precedes a replacePixelsCommand. // This also happens when a fillCommand precedes a replacePixelsCommand.
// TODO: Can we have a better way like optimizing commands? // TODO: Can we have a better way like optimizing commands?
opengl.GetContext().Flush() opengl.GetContext().Flush()