| 350 | } |
| 351 | |
| 352 | void Canvas::Clear( const sf::Color& color, bool depth ) { |
| 353 | auto allocation = GetAllocation(); |
| 354 | |
| 355 | if( !m_render_texture ) { |
| 356 | // Make sure there is a non-internal/shared context active. |
| 357 | // After 8 hours of debugging, I found out that if you deactivate the |
| 358 | // currently active context and construct a sf::RenderTexture, it leads |
| 359 | // to the sf::RenderTexture's internal OpenGL texture being created |
| 360 | // in a "corrupted" context leading to OpenGL possibly generating the |
| 361 | // same texture IDs that it already previously generated and are still in |
| 362 | // use. Since 2 textures share the same ID, when you draw to the |
| 363 | // sf::RenderTexture it actually overwrites whatever was in the other |
| 364 | // normally created texture. This leads to very exotic looking sf::Sprites, |
| 365 | // not for the end-user. SFML context management strikes again. |
| 366 | sf::Context context; |
| 367 | |
| 368 | m_render_texture = std::make_shared<sf::RenderTexture>(); |
| 369 | |
| 370 | if( !m_render_texture->resize( { static_cast<unsigned int>( std::floor( allocation.size.x + .5f ) ), static_cast<unsigned int>( std::floor( allocation.size.y + .5f ) ) }, sf::ContextSettings{ m_depth } ) ) { |
| 371 | #if defined( SFGUI_DEBUG ) |
| 372 | std::cerr << "SFGUI warning: Canvas failed to create internal SFML RenderTexture.\n"; |
| 373 | #endif |
| 374 | } |
| 375 | } |
| 376 | else if( m_resize ) { |
| 377 | if( !m_render_texture->resize( { static_cast<unsigned int>( std::floor( allocation.size.x + .5f ) ), static_cast<unsigned int>( std::floor( allocation.size.y + .5f ) ) }, sf::ContextSettings{ m_depth } ) ) { |
| 378 | #if defined( SFGUI_DEBUG ) |
| 379 | std::cerr << "SFGUI warning: Canvas failed to create internal SFML RenderTexture.\n"; |
| 380 | #endif |
| 381 | } |
| 382 | } |
| 383 | |
| 384 | m_resize = false; |
| 385 | |
| 386 | (void)m_render_texture->setActive( true ); |
| 387 | |
| 388 | WipeStateCache( *m_render_texture ); |
| 389 | |
| 390 | CheckGLError( glClearColor( color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f ) ); |
| 391 | CheckGLError( glClear( GL_COLOR_BUFFER_BIT | ( depth ? GL_DEPTH_BUFFER_BIT : 0 ) ) ); |
| 392 | } |
| 393 | |
| 394 | void Canvas::Display() const { |
| 395 | if( !m_render_texture ) { |