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app/headless: prepare OpenGL context on macOS
The macOS backend uses a desktop OpenGL context, not a OpenGL ES context. The main difference is that sRGB have to be enabled and a vertex buffer must be bound. Do that and fix Window.Screenshot for scenes more complex than a glClear. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -27,3 +27,6 @@ void gio_headless_makeCurrentContext(CFTypeRef ctxRef) {
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EAGLContext *ctx = (__bridge EAGLContext *)ctxRef;
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[EAGLContext setCurrentContext:ctx];
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}
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void gio_headless_prepareContext(CFTypeRef ctxRef) {
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}
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