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authorMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-08-08 01:55:33 +0200
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-08-08 09:24:00 +0200
commit779ae371b152748aecf2ea81eca1bdbbf0226389 (patch)
treebb617dd73d7c5eed7fd5ef777c926a138e22c5cf /canvas/source/opengl/ogl_canvascustomsprite.cxx
parenta7f3c73fd76b6955862a77cbb403b7b5b47582bd (diff)
reuse OpenGLContext in OGL canvas
The only thing that needs to be reimplemented is the pbuffer based custom sprite rendering. We should use a FBO with a texture backend for that. This will also save several OpenGL context switches! Change-Id: I4aef33ae2499e44c8b5f41c296d8721cb94a37a1
Diffstat (limited to 'canvas/source/opengl/ogl_canvascustomsprite.cxx')
-rw-r--r--canvas/source/opengl/ogl_canvascustomsprite.cxx13
1 files changed, 5 insertions, 8 deletions
diff --git a/canvas/source/opengl/ogl_canvascustomsprite.cxx b/canvas/source/opengl/ogl_canvascustomsprite.cxx
index 2943f8a38bc3..86cbac6902dd 100644
--- a/canvas/source/opengl/ogl_canvascustomsprite.cxx
+++ b/canvas/source/opengl/ogl_canvascustomsprite.cxx
@@ -25,10 +25,7 @@
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
-#include <GL/gl.h>
-#include <GL/glu.h>
-#include <GL/glext.h>
-
+#include <GL/glew.h>
using namespace ::com::sun::star;
@@ -161,10 +158,10 @@ namespace oglcanvas
// drats. need to render to temp surface before, and then
// composite that to screen
- // TODO(P3): buffer pbuffer, maybe even keep content
- // (in a texture?)
- pBufferContext=maCanvasHelper.getDeviceHelper()->createBufferContext(aSpriteSizePixel);
- pBufferContext->startBufferRendering();
+ // TODO(P3): buffer texture
+ // TODO: moggi: reimplement as FBO with rendering to texture
+ pBufferContext = NULL;
+ // pBufferContext->startBufferRendering();
}
// this ends up in pBufferContext, if that one's "current"