From 3d1bce2f1759e42662f433b5ca2db0b2a64c287a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sun, 12 Apr 2015 20:17:16 +0200 Subject: [PATCH] Fixed and updated framebuffer documentation. --- src/Magnum/DefaultFramebuffer.h | 10 +++++----- src/Magnum/Framebuffer.h | 4 ++-- 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/src/Magnum/DefaultFramebuffer.h b/src/Magnum/DefaultFramebuffer.h index f35983f79..36deb73c0 100644 --- a/src/Magnum/DefaultFramebuffer.h +++ b/src/Magnum/DefaultFramebuffer.h @@ -48,8 +48,8 @@ must ensure that it is properly resized when application surface is resized, i.e. you must pass the new size in your @ref Platform::Sdl2Application::viewportEvent() "viewportEvent()" implementation, for example: @code -void viewportEvent(const Vector2i& size) { - defaultFramebuffer.setViewport({}, size); +void viewportEvent(const Vector2i& size) override { + defaultFramebuffer.setViewport({{}, size}); // ... } @@ -59,15 +59,15 @@ Next thing you probably want is to clear all used buffers before performing any drawing in your @ref Platform::Sdl2Application::drawEvent() "drawEvent()" implementation, for example: @code -void drawEvent() { +void drawEvent() override { defaultFramebuffer.clear(FramebufferClear::Color|FramebufferClear::Depth); // ... } @endcode -See Framebuffer documentation for more involved usage, usage of non-default or -multiple framebuffers. +See documentation of particular functions and @ref Framebuffer documentation for +more involved usage, usage of non-default or multiple framebuffers. ## Performance optimizations diff --git a/src/Magnum/Framebuffer.h b/src/Magnum/Framebuffer.h index d73c2973f..b632b90ff 100644 --- a/src/Magnum/Framebuffer.h +++ b/src/Magnum/Framebuffer.h @@ -81,10 +81,10 @@ void drawEvent() { defaultFramebuffer.clear(FramebufferClear::Color) framebuffer.clear(FramebufferClear::Color|FramebufferClear::Depth|FramebufferClear::Stencil); - framebuffer.bind(FramebufferTarget::Draw); + framebuffer.bind(); // ... - defaultFramebuffer.bind(FramebufferTarget::Draw); + defaultFramebuffer.bind(); // ... } @endcode