On 10 April 2013 01:35, Matteo Bruni mbruni@codeweavers.com wrote:
- /* Clear the screen */
- gl_info->gl_ops.gl.p_glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
- checkGLcall("glClearColor");
- gl_info->gl_ops.gl.p_glClearIndex(0);
- gl_info->gl_ops.gl.p_glClearDepth(1);
- gl_info->gl_ops.gl.p_glClearStencil(0xffff);
- checkGLcall("glClear");
And actually potentially harmful, if the new context is created after an existing one already did drawing on the same drawable. (Although that's fairly unlikely, especially with "AlwaysOffscreen" enabled.)
2013/4/10 Henri Verbeet hverbeet@gmail.com:
On 10 April 2013 01:35, Matteo Bruni mbruni@codeweavers.com wrote:
- /* Clear the screen */
- gl_info->gl_ops.gl.p_glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
- checkGLcall("glClearColor");
- gl_info->gl_ops.gl.p_glClearIndex(0);
- gl_info->gl_ops.gl.p_glClearDepth(1);
- gl_info->gl_ops.gl.p_glClearStencil(0xffff);
- checkGLcall("glClear");
And actually potentially harmful, if the new context is created after an existing one already did drawing on the same drawable. (Although that's fairly unlikely, especially with "AlwaysOffscreen" enabled.)
Notice that there isn't actually any glClear() call there. Interesting relics from the dawn of wined3d. :)