_pDisplay(NULL),
_hGLContext(NULL),
_hPBuffer(0),
- _hPreviousContext(0),
_hPreviousDrawable(0),
+ _hPreviousContext(0),
#endif
_iTextureTarget(GL_NONE),
_iTextureID(0),
_pDisplay = glXGetCurrentDisplay();
GLXContext context = glXGetCurrentContext();
int screen = DefaultScreen(_pDisplay);
- XVisualInfo *visInfo;
+ XVisualInfo *visInfo = NULL;
GLXFBConfig *fbConfigs;
int nConfigs;
}
else
{
+#ifdef WIN32
int iFormat = 0;
int iNumFormats;
int attrib = 0;
+#endif
for (int i=0;i<nConfigs;i++)
{
_hPBuffer = glXCreateGLXPbufferPtr(_pDisplay, fbConfigs[i],
*/
bool RenderTexture::BeginCapture(RenderTexture* current)
{
- bool bContextReset = false;
+ // bool bContextReset = false;
if (current == this) {
return true; // no switch necessary
_iCurrentBoundBuffer(0),
_iNumDepthBits(0),
_iNumStencilBits(0),
- _bDoubleBuffered(false),
_bFloat(false),
+ _bDoubleBuffered(false),
_bPowerOf2(true),
_bRectangle(false),
_bMipmap(false),
_pDisplay(NULL),
_hGLContext(NULL),
_hPBuffer(0),
- _hPreviousContext(0),
_hPreviousDrawable(0),
+ _hPreviousContext(0),
#endif
_iTextureTarget(GL_NONE),
_iTextureID(0),