#include "renderer.h"
#include "sequence.h"
#include "texture2d.h"
-#include "view.h"
using namespace std;
namespace Msp {
namespace GL {
-Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f)
+Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
+ width(w),
+ height(h),
+ target_format(f)
{
- init(w, h, f);
-}
-
-Sequence::Sequence(const View &view, const FrameFormat &f)
-{
- init(view.get_width(), view.get_height(), f);
-}
-
-Sequence::Sequence(const Framebuffer &fbo, const FrameFormat &f)
-{
- init(fbo.get_width(), fbo.get_height(), f);
-}
-
-void Sequence::init(unsigned w, unsigned h, const FrameFormat &f)
-{
- width = w;
- height = h;
- target_format = f;
-
if(!target_format.empty())
{
FrameFormat postproc_fmt = target_format;