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ui: Bug fix: The default framebuffer must be bound before swapping buffers
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8788c8439f
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@ -171,6 +171,8 @@ func (u *userInterface) isClosed() bool {
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}
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}
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func (u *userInterface) swapBuffers() {
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func (u *userInterface) swapBuffers() {
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// The bound framebuffer must be the default one (0) before swapping buffers.
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u.context.BindZeroFramebuffer()
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// Call glFinish before glfwSwapBuffer to make sure
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// Call glFinish before glfwSwapBuffer to make sure
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// all OpenGL tasks are executed.
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// all OpenGL tasks are executed.
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u.context.Finish()
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u.context.Finish()
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@ -190,7 +192,6 @@ func (u *userInterface) setScreenSize(width, height, scale int) bool {
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// To make sure the current existing framebuffers are rendered,
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// To make sure the current existing framebuffers are rendered,
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// swap buffers here before SetSize is called.
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// swap buffers here before SetSize is called.
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u.context.BindZeroFramebuffer()
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u.swapBuffers()
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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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2
run.go
2
run.go
@ -103,8 +103,6 @@ func Run(f func(*Image) error, width, height, scale int, title string) error {
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}
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}
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}
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}
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gameTime += int64(c) * int64(time.Second/60)
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gameTime += int64(c) * int64(time.Second/60)
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// Note that the current bound framebuffer must be the default one (0).
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ui.SwapBuffers()
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ui.SwapBuffers()
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// Calc the current FPS.
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// Calc the current FPS.
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