namespace Msp {
namespace GL {
-Tag Sequence::noclear_tag = "noclear";
+const Tag Sequence::noclear_tag = "noclear";
Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
width(w),
if(target[0])
{
+ RenderTarget *source = target[0];
if(target_ms)
- renderer.resolve_multisample(target[0]->get_framebuffer());
+ {
+ renderer.resolve_multisample();
+ source = target_ms;
+ }
renderer.set_depth_test(0);
renderer.set_stencil_test(0);
for(unsigned i=0; i<postproc.size(); ++i)
{
- unsigned j = i%2;
- renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
- renderer.clear(0);
- const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
- const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
+ unsigned j = 1-i%2;
+ renderer.set_framebuffer(i+1<postproc.size() ? &target[j]->get_framebuffer() : out_fbo);
+ const Texture2D &color = source->get_target_texture(COLOR_ATTACHMENT);
+ const Texture2D &depth = source->get_target_texture(DEPTH_ATTACHMENT);
postproc[i]->render(renderer, color, depth);
+ source = target[j];
}
}
}