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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 /vcl
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 'vcl')
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx10
1 files changed, 10 insertions, 0 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index c17bcac11c6d..ca61f0edd482 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -898,4 +898,14 @@ void OpenGLContext::show()
m_pWindow->Show();
}
+SystemChildWindow* OpenGLContext::getChildWindow()
+{
+ return m_pChildWindow;
+}
+
+const SystemChildWindow* OpenGLContext::getChildWindow() const
+{
+ return m_pChildWindow;
+}
+
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */