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Ensures a proper black fill for Luminance8Phase8
input data.
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7030abca97
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@ -96,7 +96,6 @@ ScanTarget::ScanTarget(GLuint target_framebuffer, float output_gamma) :
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// write straight into it.
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// write straight into it.
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test_gl(glGenTextures, 1, &write_area_texture_name_);
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test_gl(glGenTextures, 1, &write_area_texture_name_);
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test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
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test_gl(glBlendFunc, GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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test_gl(glBlendFunc, GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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test_gl(glBlendColor, 0.4f, 0.4f, 0.4f, 1.0f);
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test_gl(glBlendColor, 0.4f, 0.4f, 0.4f, 1.0f);
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@ -382,6 +381,15 @@ void ScanTarget::setup_pipeline() {
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enable_vertex_attributes(ShaderType::Composition, *input_shader_);
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enable_vertex_attributes(ShaderType::Composition, *input_shader_);
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set_uniforms(ShaderType::Composition, *input_shader_);
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set_uniforms(ShaderType::Composition, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
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input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
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// Determine the proper clear colour — this needs to be anything that describes black
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// in the input colour encoding at use.
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if(modals_.input_data_type == InputDataType::Luminance8Phase8) {
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// Supply both a zero luminance and a colour-subcarrier-disengaging phase.
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test_gl(glClearColor, 0.0f, 1.0f, 0.0f, 0.0f);
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} else {
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test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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}
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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