fix: don't use SFML GL context management in SDL builds
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1 changed files with 4 additions and 0 deletions
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@ -85,7 +85,9 @@ void Viewport3D::render(sf::Vector2f offset, sf::RenderTarget& target) {
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// Save SFML's GL state before raw GL rendering
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// Save SFML's GL state before raw GL rendering
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// This is REQUIRED when mixing SFML 2D and raw OpenGL
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// This is REQUIRED when mixing SFML 2D and raw OpenGL
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#ifndef MCRF_SDL2
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target.pushGLStates();
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target.pushGLStates();
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#endif
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}
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}
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// Render 3D content to FBO
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// Render 3D content to FBO
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@ -93,7 +95,9 @@ void Viewport3D::render(sf::Vector2f offset, sf::RenderTarget& target) {
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// Restore SFML's GL state after our GL calls
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// Restore SFML's GL state after our GL calls
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if (gl::isGLReady()) {
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if (gl::isGLReady()) {
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#ifndef MCRF_SDL2
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target.popGLStates();
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target.popGLStates();
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#endif
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}
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}
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// Blit FBO to screen (using SFML's drawing, so after state restore)
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// Blit FBO to screen (using SFML's drawing, so after state restore)
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