Kaydet (Commit) 4a846b9b authored tarafından Tor Lillqvist's avatar Tor Lillqvist

We only use the prev pointer

(Why not use a std::list? Maybe there is some reason.)

Change-Id: I09010726e9fe45cfa0f530a085c48ec8d3d02cfb
üst 37c35bc2
...@@ -41,7 +41,6 @@ public: ...@@ -41,7 +41,6 @@ public:
public: public:
OpenGLFramebuffer* mpPrevFramebuffer; OpenGLFramebuffer* mpPrevFramebuffer;
OpenGLFramebuffer* mpNextFramebuffer;
}; };
#endif // INCLUDED_VCL_INC_OPENGL_FRAMEBUFFER_H #endif // INCLUDED_VCL_INC_OPENGL_FRAMEBUFFER_H
......
...@@ -18,8 +18,7 @@ OpenGLFramebuffer::OpenGLFramebuffer() : ...@@ -18,8 +18,7 @@ OpenGLFramebuffer::OpenGLFramebuffer() :
mnWidth( 0 ), mnWidth( 0 ),
mnHeight( 0 ), mnHeight( 0 ),
mnAttachedTexture( 0 ), mnAttachedTexture( 0 ),
mpPrevFramebuffer( nullptr ), mpPrevFramebuffer( nullptr )
mpNextFramebuffer( nullptr )
{ {
glGenFramebuffers( 1, &mnId ); glGenFramebuffers( 1, &mnId );
CHECK_GL_ERROR(); CHECK_GL_ERROR();
......
...@@ -1649,7 +1649,6 @@ OpenGLFramebuffer* OpenGLContext::AcquireFramebuffer( const OpenGLTexture& rText ...@@ -1649,7 +1649,6 @@ OpenGLFramebuffer* OpenGLContext::AcquireFramebuffer( const OpenGLTexture& rText
if( mpLastFramebuffer ) if( mpLastFramebuffer )
{ {
pFramebuffer->mpPrevFramebuffer = mpLastFramebuffer; pFramebuffer->mpPrevFramebuffer = mpLastFramebuffer;
mpLastFramebuffer->mpNextFramebuffer = pFramebuffer;
mpLastFramebuffer = pFramebuffer; mpLastFramebuffer = pFramebuffer;
} }
else else
......
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