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// TODO: move this to configration, so we don't check it every time
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// TODO: move this to configuration, so we don't check it every time
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/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
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*/
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
@@ -581,7 +581,7 @@ void RenderTexture::onBegin()
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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// TODO: move this to configration, so we don't check it every time
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// TODO: move this to configuration, so we don't check it every time
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/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
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*/
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
Copy file name to clipboardExpand all lines: cocos/3d/CCMesh.h
+6-6
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@@ -96,12 +96,12 @@ class CC_DLL Mesh : public Ref
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intgetVertexSizeInBytes() const;
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/**
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* set texture (diffuse), which is responsible for the main apearence. It is also means main textrue, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
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* set texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
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* @param texPath texture path
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*/
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voidsetTexture(const std::string& texPath);
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/**
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* set texture (diffuse), which is responsible for the main apearence. It is also means main textrue, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
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* set texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also call setTexture(texPath, NTextureData::Usage::Diffuse)
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* @param tex texture to be set
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*/
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voidsetTexture(Texture2D* tex);
@@ -118,14 +118,14 @@ class CC_DLL Mesh : public Ref
* Get texture (diffuse), which is responsible for the main apearence. It is also means main textrue, you can also call getTexture(NTextureData::Usage::Diffuse)
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* Get texture (diffuse), which is responsible for the main appearance. It is also means main texture, you can also call getTexture(NTextureData::Usage::Diffuse)
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* @return Texture used, return the texture of first mesh if multiple meshes exist
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*/
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Texture2D* getTexture() const;
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/**
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* Get textrue
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* Get texture
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* @param usage Usage of returned texture
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* @return The texture of this usage, return the textrue of first mesh if multiple meshes exist
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* @return The texture of this usage, return the texture of first mesh if multiple meshes exist
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*/
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Texture2D* getTexture(NTextureData::Usage usage);
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@@ -230,7 +230,7 @@ class CC_DLL Mesh : public Ref
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voidcheckTexture();
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/**
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* set enable check texture, check texture each frame if eanble is true. It is false by default
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* set enable check texture, check texture each frame if enable is true. It is false by default
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