Restrict the OS X cursor workaround to Intel graphics systems

sceneinput
scrawl 9 years ago
parent 9918b57341
commit 4a68ceaeb7

@ -127,11 +127,13 @@ namespace
glViewport(0, 0, width, height);
#if defined(__APPLE__)
// FIXME: why are the extra flips needed on Mac? glReadPixels bug?
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,1,0), osg::Vec3(2,0,0), osg::Vec3(0,-2,0));
#else
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,-1,0), osg::Vec3(2,0,0), osg::Vec3(0,2,0));
// Extra flip needed on Intel graphics OS X systems due to a driver bug
std::string vendorString = (const char*)glGetString(GL_VENDOR);
if (vendorString.find("Intel") != std::string::npos)
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,1,0), osg::Vec3(2,0,0), osg::Vec3(0,-2,0));
else
#endif
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,-1,0), osg::Vec3(2,0,0), osg::Vec3(0,2,0));
geom->drawImplementation(renderInfo);

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