compilation fixes.

This commit is contained in:
rachytski 2010-12-22 23:15:51 +02:00 committed by Alex Zolotarev
parent 9438ad581e
commit 70e30f0c63
6 changed files with 8 additions and 3 deletions

2
.gitignore vendored
View file

@ -35,6 +35,8 @@ iphone/Maps/Maps.xcodeproj/*.pbxuser
iphone/Maps/Maps.xcodeproj/*.perspectivev3
data/*.idx
data/*.dat
data/*.dat.geom
data/*.dat.trg
data/*.map
data/*.osm
data/*.bz2

View file

@ -89,7 +89,8 @@
drawer = shared_ptr<DrawerYG>(new DrawerYG(resourceManager, GetPlatform().SkinName(), !GetPlatform().IsMultiSampled()));
drawer->setFrameBuffer(frameBuffer);
frameBuffer->setRenderTarget(renderBuffer);
// frameBuffer->onSize(renderBuffer->width(), renderBuffer->height());
// frameBuffer->setRenderTarget(renderBuffer);
windowHandle = shared_ptr<iphone::WindowHandle>(new iphone::WindowHandle(self));
windowHandle->setDrawer(drawer);

View file

@ -71,6 +71,8 @@ typedef FrameWork<model::FeaturesFetcher, Navigator, iphone::WindowHandle> frame
m_framework->initializeGL([(EAGLView*)self.view renderContext], resourceManager);
// to perform a proper resize
[(EAGLView*)self.view layoutSubviews];
m_framework->ShowAll();
}

View file

@ -71,6 +71,7 @@ void RenderQueueRoutine::processResize(ScreenBase const & /*frameScreen*/)
}
m_threadDrawer->onSize(texW, texH);
m_threadDrawer->screen()->frameBuffer()->onSize(texW, texH);
m_renderState->m_actualTarget.reset();
m_renderState->m_actualTarget = make_shared_ptr(new yg::gl::RawRGBA8Texture(texW, texH));

View file

@ -40,7 +40,7 @@ namespace yg
frameBufferStack.pop_back();
}
FrameBuffer::FrameBuffer(bool defaultFB /*= false*/)
FrameBuffer::FrameBuffer(bool defaultFB /*= false*/) : m_width(0), m_height(0)
{
if (defaultFB)
m_id = 0;

View file

@ -81,7 +81,6 @@ namespace yg
m_isDynamic(true),
m_pageID(pageID)
{
static_cast<TDynamicTexture*>(m_texture.get())->randomize(/*yg::Color(255, 0, 0, 255)*/);
m_packer = m2::Packer(m_texture->width(), m_texture->height(), 0x00FFFFFF - 1),
/// clear handles will be called only upon handles overflow,
/// as the texture overflow is processed separately