///////////////////////////////////////////////////////
| 105 | |
| 106 | //////////////////////////////////////////////////////////// |
| 107 | void RenderWindow::onCreate() |
| 108 | { |
| 109 | if (priv::RenderTextureImplFBO::isAvailable()) |
| 110 | { |
| 111 | // Retrieve the framebuffer ID we have to bind when targeting the window for rendering |
| 112 | // We assume that this window's context is still active at this point |
| 113 | glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, reinterpret_cast<GLint*>(&m_defaultFrameBuffer))); |
| 114 | } |
| 115 | |
| 116 | // Just initialize the render target part |
| 117 | RenderTarget::initialize(); |
| 118 | } |
| 119 | |
| 120 | |
| 121 | //////////////////////////////////////////////////////////// |
nothing calls this directly
no test coverage detected