Fix: X11: test/gl_overlay stale overlay rendering (#1111)

This commit is contained in:
ManoloFLTK 2024-11-08 12:25:49 +01:00
parent c46a92809e
commit 55db651a96

View File

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