Enable FrameBuffer-based rendering on Windows

This commit is contained in:
Alexander Bock
2015-06-18 15:42:41 +02:00
parent f58d6d91b5
commit 7401b7d48b
8 changed files with 129 additions and 91 deletions
+13 -2
View File
@@ -46,6 +46,14 @@ class ScreenLog;
class RenderEngine {
public:
enum class ABufferImplementation {
FrameBuffer = 0,
SingleLinked,
Fixed,
Dynamic,
Invalid
};
static const std::string PerformanceMeasurementSharedData;
RenderEngine();
@@ -57,7 +65,8 @@ public:
Scene* scene();
Camera* camera() const;
ABuffer* abuffer() const;
ABuffer* aBuffer() const;
ABufferImplementation aBufferImplementation() const;
// sgct wrapped functions
bool initializeGL();
@@ -108,12 +117,14 @@ public:
} _onScreenInformation;
private:
ABufferImplementation aBufferFromString(const std::string& impl);
void storePerformanceMeasurements();
Camera* _mainCamera;
Scene* _sceneGraph;
ABuffer* _abuffer;
int _abufferImplementation;
ABufferImplementation _abufferImplementation;
ScreenLog* _log;
bool _showInfo;