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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2015-01-17 02:29:20 +0100
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2015-01-17 02:34:38 +0100
commitd20092259c7ea63885a539f911788715f8147ee9 (patch)
tree60ff59a2904c584c99cbcc3f1f5f5af71da56aef /include
parent5f6bdce0c0ac687f418821ce328f2987bf340cda (diff)
no need to do that for all contexts
This fixes a crash as we would need to make each context current before calling ReleaseFramebuffers. However this is totally unnecessary as only the current context can have bound framebuffers. Change-Id: I8b1496bb890982742b3d2ebf60fdce47db642d70
Diffstat (limited to 'include')
-rw-r--r--include/vcl/opengl/OpenGLContext.hxx3
1 files changed, 0 insertions, 3 deletions
diff --git a/include/vcl/opengl/OpenGLContext.hxx b/include/vcl/opengl/OpenGLContext.hxx
index 67570c104e13..5ef30cd4bf06 100644
--- a/include/vcl/opengl/OpenGLContext.hxx
+++ b/include/vcl/opengl/OpenGLContext.hxx
@@ -200,9 +200,6 @@ public:
bool isCurrent();
static void clearCurrent();
- /// reset all contexts dis-associating them with their underlying
- /// resources before a potential thread switch.
- static void resetAllContexts();
/// make this GL context current - so it is implicit in subsequent GL calls
void makeCurrent();