forked from blender/blender
Move to use the GPU API instead OpenGL #23
@ -196,7 +196,7 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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std::vector<float> &pixels = render_images["Combined"];
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GPUFrameBuffer *framebuffer = GPU_framebuffer_create("fbHydraRenderFinal");
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GPUTexture *texture = GPU_texture_create_2d("texHydraRenderViewport",
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GPUTexture *texture = GPU_texture_create_2d("texHydraRenderFinal",
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res[0],
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res[1],
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1,
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@ -209,7 +209,7 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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GPU_framebuffer_bind(framebuffer);
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float clear_color[4] = {0.0, 0.0, 0.0, 0.0};
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 0.0);
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0);
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{
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// Release the GIL before calling into hydra, in case any hydra plugins call into python.
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