]> git.seodisparate.com - jumpartifact.com_demo_0/commitdiff
Attempted OpenGL calls to fix flickering on mobile devel
authorStephen Seo <seo.disparate@gmail.com>
Sun, 13 Apr 2025 04:52:52 +0000 (13:52 +0900)
committerStephen Seo <seo.disparate@gmail.com>
Sun, 13 Apr 2025 04:52:52 +0000 (13:52 +0900)
src/main.cc
src/screen.cc
src/screen_trunner.cc

index 5dfb1e5b448c727a55892b9e8487954531a84508..6c82a448268bf57d7e2f0944516024ca5b6aca7e 100644 (file)
@@ -16,6 +16,8 @@
 
 #ifdef __EMSCRIPTEN__
 
+//#include <GLES2/gl2.h>
+
 Game *global_game_ptr = nullptr;
 
 extern "C" {
@@ -77,6 +79,8 @@ int main() {
   emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, &game, false,
                                  resize_event_callback);
 
+  //glEnable(GL_DEPTH_TEST);
+
   emscripten_set_main_loop_arg(jumpartifact_demo_update, &game, 0, 1);
 #else
   {
index 8de103fc0aef150b2979957e6bbffe226d0d2b23..2570c5baddc463beeaf2e188247bf0c74e78e858 100644 (file)
 // local includes
 #include "screen_test.h"
 
+#ifdef __EMSCRIPTEN__
+//#include <GLES2/gl2.h>
+#endif
+
 Screen::Screen(std::weak_ptr<ScreenStack> stack) : stack(stack) {}
 
 ScreenStack::PendingAction::PendingAction() : screen(), action(Action::NOP) {}
@@ -80,6 +84,11 @@ void ScreenStack::draw() {
   }
 
   BeginDrawing();
+
+#ifdef __EMSCRIPTEN__
+  //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+
   DrawTextureRec(
       render_texture->texture,
       Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},
index 1a87355037da27264365589db4add9496a73271e..915518e653568118e040e44abf5e511332e5608c 100644 (file)
 #include "ems.h"
 #include "screen_walker_hack.h"
 
+#ifdef __EMSCRIPTEN__
+//#include <GLES2/gl2.h>
+#endif
+
 TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
     : Screen(stack),
       surface(),
@@ -476,6 +480,11 @@ bool TRunnerScreen::draw(RenderTexture *render_texture) {
   }
 
   BeginTextureMode(*render_texture);
+
+#ifdef __EMSCRIPTEN__
+  //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+
   DrawTextureRec(
       bgRenderTexture.texture,
       Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},