void reset_phase_timing();
void print_phase_timing();
+ // Note: If you already know the width and height of the viewport,
+ // calling render_to_fbo() directly will be slightly more efficient,
+ // as it saves it from getting it from OpenGL.
void render_to_screen()
{
render_to_fbo(0, 0, 0);
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
void execute_phase(Phase *phase, bool last_phase,
- std::set<GLint> *bound__attribute_indices,
std::map<Phase *, GLuint> *output_textures,
std::set<Phase *> *generated_mipmaps);