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Added flags for multisampling in GL, and implementation of this for iOS.

This commit is contained in:
jules 2013-07-23 17:38:25 +01:00
parent 33b246ce7b
commit 30cc1ed757
7 changed files with 73 additions and 42 deletions

View file

@ -39,7 +39,7 @@ public:
hasInitialised (false),
needsUpdate (1)
{
nativeContext = new NativeContext (component, pixFormat, contextToShare);
nativeContext = new NativeContext (component, pixFormat, contextToShare, c.useMultisampling);
if (nativeContext->createdOk())
context.nativeContext = nativeContext;
@ -521,7 +521,7 @@ private:
//==============================================================================
OpenGLContext::OpenGLContext()
: nativeContext (nullptr), renderer (nullptr), contextToShareWith (nullptr),
renderComponents (true)
renderComponents (true), useMultisampling (false)
{
}
@ -566,6 +566,15 @@ void OpenGLContext::setNativeSharedContext (void* nativeContextToShareWith) noex
contextToShareWith = nativeContextToShareWith;
}
void OpenGLContext::setMultisamplingEnabled (bool b) noexcept
{
// This method must not be called when the context has already been attached!
// Call it before attaching your context, or use detach() first, before calling this!
jassert (nativeContext == nullptr);
useMultisampling = b;
}
void OpenGLContext::attachTo (Component& component)
{
component.repaint();