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author | Trond Kjernaasen <trond@trolltech.com> | 2009-04-14 14:16:49 (GMT) |
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committer | Trond Kjernaasen <trond@trolltech.com> | 2009-04-14 14:59:26 (GMT) |
commit | e8877160e332d12958cf700a8a607c36e6c426e1 (patch) | |
tree | 9b2a20d3a20c21637b910dd3c43d23dccfdd39c2 /src/opengl | |
parent | 36f4460b3d6cc18e737edd7d4b18e4b2636e6ff9 (diff) | |
download | Qt-e8877160e332d12958cf700a8a607c36e6c426e1.zip Qt-e8877160e332d12958cf700a8a607c36e6c426e1.tar.gz Qt-e8877160e332d12958cf700a8a607c36e6c426e1.tar.bz2 |
Fixes the composition demo for Mac/Cocoa in GL mode.
QGLPixelBuffer::generateDynamicTexture() will bind the texture to the
pbuffer regardless. Why this works on Carbon is a mystery, but if we're
to follow our own docs, we should NOT bind the texture to the pbuffer
by default. An explicit call to ::bindToDynamicTexture() is required for
that.
Task-number: 250664
Reviewed-by: Samuel
BT: yes
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/qglpixelbuffer_mac.mm | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/src/opengl/qglpixelbuffer_mac.mm b/src/opengl/qglpixelbuffer_mac.mm index 14941ab..9a679b1 100644 --- a/src/opengl/qglpixelbuffer_mac.mm +++ b/src/opengl/qglpixelbuffer_mac.mm @@ -308,10 +308,6 @@ GLuint QGLPixelBuffer::generateDynamicTexture() const GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); - [static_cast<NSOpenGLContext *>(d->share_ctx) - setTextureImageToPixelBuffer:static_cast<NSOpenGLPixelBuffer *>(d->pbuf) - colorBuffer:GL_FRONT]; - glBindTexture(GL_TEXTURE_2D, texture); // updates texture target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -322,8 +318,6 @@ GLuint QGLPixelBuffer::generateDynamicTexture() const GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); - aglTexImagePBuffer(d->share_ctx, d->pbuf, GL_FRONT); - glBindTexture(GL_TEXTURE_2D, texture); // updates texture target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); return texture; |