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Author Topic: win.pushGLStates and win.popGLStates vs win.resetGLStates  (Read 2197 times)

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Flaze07

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win.pushGLStates and win.popGLStates vs win.resetGLStates
« on: July 10, 2017, 06:09:58 am »
hi so I checked these out because I want to draw with both sfgui and sfml
and with this code nothing is drawn
Code: [Select]
        win.pushGLStates();
        if (option == Option::rectangle)
        {
            win.draw(rect);
        }
        win.popGLStates();
       sfgui.Display(win)

but this one works
Code: [Select]
        win.resetGLStates();
        sfgui.Display(win);
        win.resetGLStates();
        if (option == Option::rectangle)
        {
            win.draw(rect);
        }

full code
https://gist.github.com/Flaze07/7b10a4762523180a0169f49848d648cb
« Last Edit: July 10, 2017, 06:27:34 am by Flaze07 »

Mario

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Re: win.pushGLStates and win.popGLStates vs win.resetGLStates
« Reply #1 on: July 11, 2017, 07:05:31 pm »
The basic promise is simple: Keep the OpenGL state vs. starting fresh. If you're using `ressetGLSStates()`, you're always starting fresh, which is perfectly fine. It's just a different approach to the same problem.

 

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