Working on adapting for Windows
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parent
1c20333f30
commit
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@ -104,6 +104,7 @@ add_executable(ShadowOverBishkekDemo WIN32
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../src/cutscene/CutsceneOverlay.h
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../src/cutscene/CutsceneOverlay.h
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../src/cutscene/CutsceneOverlay.cpp
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../src/cutscene/CutsceneOverlay.cpp
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../src/render/UiQuad.h
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../src/render/UiQuad.h
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app.rc
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)
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)
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# Установка проекта по умолчанию для Visual Studio
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# Установка проекта по умолчанию для Visual Studio
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1
proj-windows/app.rc
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1
proj-windows/app.rc
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@ -0,0 +1 @@
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IDI_ICON1 ICON "icon.ico"
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BIN
proj-windows/icon.ico
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BIN
proj-windows/icon.ico
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Binary file not shown.
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After Width: | Height: | Size: 361 KiB |
@ -87,13 +87,13 @@ namespace FRG {
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GL_TEXTURE_2D, depthTexture, 0);
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GL_TEXTURE_2D, depthTexture, 0);
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// No color buffer for this FBO — depth only.
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// No color buffer for this FBO — depth only.
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//#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN) || defined(__ANDROID__)
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GLenum drawBuffers[] = { GL_NONE };
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GLenum drawBuffers[] = { GL_NONE };
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glDrawBuffers(1, drawBuffers);
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glDrawBuffers(1, drawBuffers);
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/*#else
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#else
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glDrawBuffer(GL_NONE);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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#endif*/
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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