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Ensures texture targets are initially clear.
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@ -70,6 +70,9 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit,
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break;
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}
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}
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// Clear the framebuffer.
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test_gl(glClear, GL_COLOR_BUFFER_BIT);
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}
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TextureTarget::~TextureTarget() {
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@ -77,9 +77,9 @@ class TextureTarget {
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private:
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GLuint framebuffer_ = 0, texture_ = 0, renderbuffer_ = 0;
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GLsizei width_ = 0, height_ = 0;
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const GLsizei width_ = 0, height_ = 0;
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GLsizei expanded_width_ = 0, expanded_height_ = 0;
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GLenum texture_unit_ = 0;
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const GLenum texture_unit_ = 0;
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mutable std::unique_ptr<Shader> pixel_shader_;
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mutable GLuint drawing_vertex_array_ = 0, drawing_array_buffer_ = 0;
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