#include <QOpenGLContext>
#include <QOpenGLFramebufferObject>
#include <QOpenGLFunctions>
-#include <QOpenGLFunctions_3_2_Core>
#include <QOpenGLTexture>
#include <QPointer>
#include <QScopedValueRollback>
// before proceeding with blit-ing.
this->makeCurrent();
- QOpenGLFunctions_3_2_Core* f =
- QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_2_Core>();
- if (f)
- {
- const QSize deviceSize = this->size() * this->devicePixelRatioF();
- this->RenderWindowAdapter->blit(
- this->defaultFramebufferObject(), GL_COLOR_ATTACHMENT0, QRect(QPoint(0, 0), deviceSize));
- }
+ const QSize deviceSize = this->size() * this->devicePixelRatioF();
+ this->RenderWindowAdapter->blit(
+ this->defaultFramebufferObject(), GL_COLOR_ATTACHMENT0, QRect(QPoint(0, 0), deviceSize));
+
}
else
{
#include <QOpenGLContext>
#include <QOpenGLFramebufferObject>
#include <QOpenGLFunctions>
-#include <QOpenGLFunctions_3_2_Core>
#include <QOpenGLTexture>
#include <QPointer>
#include <QScopedValueRollback>
// before proceeding with blit-ing.
this->makeCurrent();
- QOpenGLFunctions_3_2_Core* f =
- QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_2_Core>();
- if (f)
+ const QSize deviceSize = this->size() * this->devicePixelRatioF();
+ const auto fmt = this->context()->format();
+ if (fmt.stereo() && this->RenderWindow->GetStereoRender() &&
+ this->RenderWindow->GetStereoType() == VTK_STEREO_CRYSTAL_EYES)
{
- const QSize deviceSize = this->size() * this->devicePixelRatioF();
- const auto fmt = this->context()->format();
- if (fmt.stereo() && this->RenderWindow->GetStereoRender() &&
- this->RenderWindow->GetStereoType() == VTK_STEREO_CRYSTAL_EYES)
- {
- this->RenderWindowAdapter->blitLeftEye(
- this->defaultFramebufferObject(), GL_BACK_LEFT, QRect(QPoint(0, 0), deviceSize));
- this->RenderWindowAdapter->blitRightEye(
- this->defaultFramebufferObject(), GL_BACK_RIGHT, QRect(QPoint(0, 0), deviceSize));
- }
- else
- {
- this->RenderWindowAdapter->blit(
- this->defaultFramebufferObject(), GL_BACK, QRect(QPoint(0, 0), deviceSize));
- }
+ this->RenderWindowAdapter->blitLeftEye(
+ this->defaultFramebufferObject(), GL_BACK_LEFT, QRect(QPoint(0, 0), deviceSize));
+ this->RenderWindowAdapter->blitRightEye(
+ this->defaultFramebufferObject(), GL_BACK_RIGHT, QRect(QPoint(0, 0), deviceSize));
+ }
+ else
+ {
+ this->RenderWindowAdapter->blit(
+ this->defaultFramebufferObject(), GL_BACK, QRect(QPoint(0, 0), deviceSize));
}
}
else