Always specify all buffers for clearing. Missing one hurst, one extra doesn't.

This commit is contained in:
Henrik Rydgard 2013-01-14 19:26:10 +01:00
parent 0a374047b1
commit 85afa9c036
3 changed files with 5 additions and 6 deletions

View File

@ -198,7 +198,7 @@ void GLES_GPU::InitClear() {
if (!g_Config.bBufferedRendering) {
glClearColor(0,0,0,1);
// glClearColor(1,0,1,1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
}
@ -267,7 +267,7 @@ void GLES_GPU::CopyDisplayToOutput() {
DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
// No framebuffer to display! Clear to black.
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Let's not add STENCIL_BUFFER_BIT until we have a stencil buffer (GL ES)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return;
}
@ -407,7 +407,6 @@ void GLES_GPU::BeginDebugDraw() {
#ifndef USING_GLES2
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
// glClear(GL_COLOR_BUFFER_BIT);
}
}
void GLES_GPU::EndDebugDraw() {

View File

@ -72,8 +72,8 @@ FramebufferManager::FramebufferManager() {
// And an initial clear. We don't clear per frame as the games are supposed to handle that
// by themselves.
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
convBuf = new u8[480 * 272 * 4];
}

2
native

@ -1 +1 @@
Subproject commit 170a45ef4f2d92f290bdaa1d680c3bbbb6c5edbb
Subproject commit f5e775a9a10e38d5ac98261c132875492dfd91c3