forked from joejulian/gio
gpu: remove Backend.NilTexture
It serves no purpose other than paranoia. Perhaps buggy drivers exists that require unused texture slots cleared before drawing to a texture, but if so the workaround belongs in the GL backend. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -279,7 +279,6 @@ func (p *pather) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.
|
||||
}
|
||||
|
||||
func (s *stenciler) beginIntersect(sizes []image.Point) {
|
||||
s.ctx.NilTexture().Bind(1)
|
||||
s.ctx.BlendFunc(BlendFactorDstColor, BlendFactorZero)
|
||||
// 8 bit coverage is enough, but OpenGL ES only supports single channel
|
||||
// floating point formats. Replace with GL_RGB+GL_UNSIGNED_BYTE if
|
||||
@@ -304,7 +303,6 @@ func (s *stenciler) cover(idx int) stencilFBO {
|
||||
}
|
||||
|
||||
func (s *stenciler) begin(sizes []image.Point) {
|
||||
s.ctx.NilTexture().Bind(1)
|
||||
s.ctx.BlendFunc(BlendFactorOne, BlendFactorOne)
|
||||
s.fbos.resize(s.ctx, sizes)
|
||||
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
Reference in New Issue
Block a user