minor cleanup - don't leak so many fragment shaders :p also fix address range for the Generate Symbol Map feature

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3379 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-06-08 18:34:24 +00:00
parent e384c91313
commit fd5a4ee71a
4 changed files with 29 additions and 10 deletions

View File

@ -893,11 +893,12 @@ void Renderer::Swap(const TRectangle& rc)
// Tell the OSD Menu about the current internal resolution
OSDInternalW = rc.right; OSDInternalH = rc.bottom;
// ---------------------------------------------------------------------
// Apply AA
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Make sure that the wireframe setting doesn't screw up the screen copy.
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// ---------------------------------------------------------------------
// Resolve the multisampled rendertarget into the normal one.
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1)
{
// Use framebuffer blit to stretch screen.
@ -952,6 +953,8 @@ void Renderer::Swap(const TRectangle& rc)
glTexCoordPointer(2, GL_FLOAT, 0, (void *)uv_data);
glDrawArrays(GL_QUADS, 0, 4);
*/
// Here's an opportunity to bind a fragment shader to do post processing.
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);