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Enable FrameBuffer-based rendering on Windows
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@@ -46,6 +46,14 @@ class ScreenLog;
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class RenderEngine {
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public:
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enum class ABufferImplementation {
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FrameBuffer = 0,
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SingleLinked,
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Fixed,
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Dynamic,
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Invalid
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};
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static const std::string PerformanceMeasurementSharedData;
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RenderEngine();
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@@ -57,7 +65,8 @@ public:
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Scene* scene();
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Camera* camera() const;
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ABuffer* abuffer() const;
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ABuffer* aBuffer() const;
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ABufferImplementation aBufferImplementation() const;
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// sgct wrapped functions
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bool initializeGL();
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@@ -108,12 +117,14 @@ public:
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} _onScreenInformation;
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private:
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ABufferImplementation aBufferFromString(const std::string& impl);
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void storePerformanceMeasurements();
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Camera* _mainCamera;
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Scene* _sceneGraph;
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ABuffer* _abuffer;
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int _abufferImplementation;
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ABufferImplementation _abufferImplementation;
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ScreenLog* _log;
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bool _showInfo;
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