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Comment glBlitFramebuffer()
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@@ -135,6 +135,12 @@
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#define glClearDepth glClearDepthf
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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#endif
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// Default vertex attribute names on shader to set location points
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#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
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#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
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@@ -3877,7 +3883,10 @@ static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
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#if defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
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glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#endif
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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