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OpenGLFrameBuffer: Remove unused members in implementation

This commit is contained in:
reuk 2025-06-25 14:01:55 +01:00
parent 416da229f2
commit 0da5827f72
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@ -59,8 +59,7 @@ public:
Pimpl (OpenGLContext& c, const int w, const int h,
const bool wantsDepthBuffer, const bool wantsStencilBuffer)
: context (c), width (w), height (h),
textureID (0), frameBufferID (0), depthOrStencilBuffer (0),
hasDepthBuffer (false), hasStencilBuffer (false)
textureID (0), frameBufferID (0), depthOrStencilBuffer (0)
{
// Framebuffer objects can only be created when the current thread has an active OpenGL
// context. You'll need to create this object in one of the OpenGLContext's callbacks.
@ -114,9 +113,6 @@ public:
if (wantsStencilBuffer)
context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
hasDepthBuffer = wantsDepthBuffer;
hasStencilBuffer = wantsStencilBuffer;
}
unbind();
@ -160,19 +156,10 @@ public:
OpenGLContext& context;
const int width, height;
GLuint textureID, frameBufferID, depthOrStencilBuffer;
bool hasDepthBuffer, hasStencilBuffer;
private:
GLint prevFramebuffer{};
bool checkStatus() noexcept
{
const GLenum status = context.extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER);
return status == GL_NO_ERROR
|| status == GL_FRAMEBUFFER_COMPLETE;
}
JUCE_DECLARE_NON_COPYABLE (Pimpl)
};