Renamed RenderClearFlags to RendererBufferFlags
Former-commit-id: 7821709bc7310820e877db9bb26d1fb50d7ba217
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@ -123,13 +123,13 @@ enum nzRendererCap
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nzRendererCap_Max = nzRendererCap_TextureNPOT
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};
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enum nzRendererClearFlags
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enum nzRendererBufferFlags
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{
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nzRendererClear_Color = 0x1,
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nzRendererClear_Depth = 0x2,
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nzRendererClear_Stencil = 0x4,
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nzRendererBuffer_Color = 0x1,
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nzRendererBuffer_Depth = 0x2,
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nzRendererBuffer_Stencil = 0x4,
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nzRendererClear_Max = nzRendererClear_Stencil*2-1
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nzRendererBuffer_Max = nzRendererBuffer_Stencil*2-1
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};
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enum nzRendererComparison
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@ -38,7 +38,7 @@ class NAZARA_API NzRenderer
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static void BeginCondition(const NzGpuQuery& query, nzGpuQueryCondition condition);
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static void Clear(nzUInt32 flags = nzRendererClear_Color | nzRendererClear_Depth);
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static void Clear(nzUInt32 flags = nzRendererBuffer_Color | nzRendererBuffer_Depth);
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static void DrawFullscreenQuad();
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static void DrawIndexedPrimitives(nzPrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
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@ -209,7 +209,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetTextureSampler(2, m_pointSampler);
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NzRenderer::SetClearColor(NzColor::Black);
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NzRenderer::Clear(nzRendererClear_Color);
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NzRenderer::Clear(nzRendererBuffer_Color);
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NzRenderStates lightStates;
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lightStates.dstBlend = nzBlendFunc_One;
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@ -67,7 +67,7 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene) const
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{
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NzRenderer::Enable(nzRendererParameter_DepthBuffer, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, true);
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NzRenderer::Clear(nzRendererClear_Depth);
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NzRenderer::Clear(nzRendererBuffer_Depth);
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NzAbstractBackground* background = scene->GetBackground();
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if (background)
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@ -220,13 +220,13 @@ void NzRenderer::Clear(nzUInt32 flags)
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GLenum mask = 0;
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if (flags & nzRendererClear_Color)
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if (flags & nzRendererBuffer_Color)
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mask |= GL_COLOR_BUFFER_BIT;
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if (flags & nzRendererClear_Depth)
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if (flags & nzRendererBuffer_Depth)
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mask |= GL_DEPTH_BUFFER_BIT;
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if (flags & nzRendererClear_Stencil)
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if (flags & nzRendererBuffer_Stencil)
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mask |= GL_STENCIL_BUFFER_BIT;
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glClear(mask);
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