支持抗锯齿
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@@ -14,13 +14,16 @@
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#include <scene/dvc_scene.h>
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int32_t g_screenWidth = 1024;
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int32_t g_screenHeight = 768;
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int32_t g_screenWidth = 2048;
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int32_t g_screenHeight = 1024;
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static SDL_Window* window = NULL;
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AdapterTexture g_adapterTexture;
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SDL_GLContext gl_context;
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davinci::RenderTarget g_renderTarget;
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davinci::AntiAliasingTech g_aaTech = davinci::AntiAliasingTech::AA_None;
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int32_t g_canvasWidth = 1024;
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int32_t g_canvasHeight = 512;
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davinci::Scene g_scene;
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//-------------------------------------------------------------------------------------
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@@ -99,7 +102,7 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
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// init davinci
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g_scene.init();
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g_renderTarget.init(512, 256);
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g_renderTarget.init(g_canvasWidth, g_canvasHeight);
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g_adapterTexture.updateTexture();
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return SDL_APP_CONTINUE; /* carry on with the program! */
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@@ -153,7 +156,7 @@ SDL_AppResult SDL_AppIterate(void* appstate)
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//draw render result
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g_adapterTexture.updateTexture(0, 0, g_renderTarget.getColorBuffer());
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g_adapterTexture.updateTexture(512, 0, g_renderTarget.getDepthBuffer());
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g_adapterTexture.updateTexture(g_canvasWidth, 0, g_renderTarget.getDepthBuffer());
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g_adapterTexture.draw();
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//draw ui
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