Fix: X11: test/gl_overlay stale overlay rendering (#1111)
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@ -278,6 +278,33 @@ int Fl_X11_Gl_Window_Driver::mode_(int m, const int *a) {
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void Fl_X11_Gl_Window_Driver::swap_buffers() {
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void Fl_X11_Gl_Window_Driver::swap_buffers() {
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if (!fl_xid(pWindow)) // window not shown
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if (!fl_xid(pWindow)) // window not shown
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return;
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return;
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if (overlay()) {
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int wo = pWindow->pixel_w(), ho = pWindow->pixel_h();
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GLint matrixmode;
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GLfloat pos[4];
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glGetIntegerv(GL_MATRIX_MODE, &matrixmode);
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glGetFloatv(GL_CURRENT_RASTER_POSITION, pos); // save original glRasterPos
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glMatrixMode(GL_PROJECTION); // save proj/model matrices
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glScalef(2.0f/wo, 2.0f/ho, 1.0f);
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glTranslatef(-wo/2.0f, -ho/2.0f, 0.0f); // set transform so 0,0 is bottom/left of Gl_Window
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glRasterPos2i(0,0); // set glRasterPos to bottom left corner
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{
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// Emulate overlay by doing copypixels
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glReadBuffer(GL_BACK);
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glDrawBuffer(GL_FRONT);
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glCopyPixels(0, 0, wo, ho, GL_COLOR); // copy GL_BACK to GL_FRONT
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}
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glPopMatrix(); // GL_MODELVIEW // restore model/proj matrices
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(matrixmode);
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glRasterPos3f(pos[0], pos[1], pos[2]); // restore original glRasterPos
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} else
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glXSwapBuffers(fl_display, fl_xid(pWindow));
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glXSwapBuffers(fl_display, fl_xid(pWindow));
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}
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}
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