Remove too strong error checks.
That should never have been committed, it was just for finding an error.
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1 changed files with 0 additions and 7 deletions
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@ -218,7 +218,6 @@ void LookingGlassEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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// Start rendering to texture
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effects->pushRenderTarget(m_fbo);
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effects->pushRenderTarget(m_fbo);
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checkGLError("push Render Target");
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}
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}
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effects->prePaintScreen( data, time );
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effects->prePaintScreen( data, time );
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@ -240,24 +239,18 @@ void LookingGlassEffect::postPaintScreen()
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effects->postPaintScreen();
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effects->postPaintScreen();
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if (m_valid && m_enabled) {
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if (m_valid && m_enabled) {
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// Disable render texture
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// Disable render texture
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checkGLError("Before Pop Render Target");
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GLRenderTarget* target = effects->popRenderTarget();
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GLRenderTarget* target = effects->popRenderTarget();
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checkGLError("Pop Render Target");
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assert( target == m_fbo );
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assert( target == m_fbo );
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Q_UNUSED( target );
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Q_UNUSED( target );
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m_texture->bind();
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m_texture->bind();
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checkGLError("Bind Texture");
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// Use the shader
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// Use the shader
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ShaderManager::instance()->pushShader(m_shader);
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ShaderManager::instance()->pushShader(m_shader);
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m_shader->setUniform("u_zoom", (float)zoom);
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m_shader->setUniform("u_zoom", (float)zoom);
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m_shader->setUniform("u_radius", (float)radius);
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m_shader->setUniform("u_radius", (float)radius);
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checkGLError("Bind Shader");
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m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
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m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
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m_vbo->render(GL_TRIANGLES);
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m_vbo->render(GL_TRIANGLES);
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checkGLError("Render VBO");
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ShaderManager::instance()->popShader();
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ShaderManager::instance()->popShader();
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checkGLError("Pop Shader");
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m_texture->unbind();
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m_texture->unbind();
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}
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}
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}
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}
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