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MacOS platform support.
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89 changed files with 1228 additions and 5098 deletions
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@ -118,11 +118,14 @@ inline void GFXGLWindowTarget::_setupAttachments()
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color->getHandle(), 0);
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mBackBufferDepthTex.set(dstSize.x, dstSize.y, GFXFormatD24S8, &BackBufferDepthProfile, "backBuffer");
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GFXGLTextureObject *depth = static_cast<GFXGLTextureObject*>(mBackBufferDepthTex.getPointer());
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth->getHandle(), 0);
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}
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void GFXGLWindowTarget::makeActive()
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{
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//make the rendering context active on this window
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_makeContextCurrent();
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if(mBackBufferFBO)
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{
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glBindFramebuffer( GL_FRAMEBUFFER, mBackBufferFBO);
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