Remove too strong error checks.

That should never have been committed, it was just for finding an error.
This commit is contained in:
Martin Gräßlin 2011-01-06 17:48:52 +01:00
parent 863726a085
commit 6cd6883d8c

View file

@ -218,7 +218,6 @@ void LookingGlassEffect::prePaintScreen( ScreenPrePaintData& data, int time )
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(m_fbo);
checkGLError("push Render Target");
}
effects->prePaintScreen( data, time );
@ -240,24 +239,18 @@ void LookingGlassEffect::postPaintScreen()
effects->postPaintScreen();
if (m_valid && m_enabled) {
// Disable render texture
checkGLError("Before Pop Render Target");
GLRenderTarget* target = effects->popRenderTarget();
checkGLError("Pop Render Target");
assert( target == m_fbo );
Q_UNUSED( target );
m_texture->bind();
checkGLError("Bind Texture");
// Use the shader
ShaderManager::instance()->pushShader(m_shader);
m_shader->setUniform("u_zoom", (float)zoom);
m_shader->setUniform("u_radius", (float)radius);
checkGLError("Bind Shader");
m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
m_vbo->render(GL_TRIANGLES);
checkGLError("Render VBO");
ShaderManager::instance()->popShader();
checkGLError("Pop Shader");
m_texture->unbind();
}
}