85
85
// up the whole rendering by. If we setup a framebuffer instead, the client can never know the framebuffer
86
86
// we use fror the whole rendering. all we have to do is to copy the client framebuffer into the main framebuffer
87
87
// after the client as finished with the draw.
90
90
return m_FrameBufferObject;
95
95
// We use Rectangle texture to attach to the framebuffer because some GPU like the Geforce FX 5600 do not
96
96
// have support for ARB_texture_non_power_of_two. However it does support ARB_texture_recatangle.
101
101
bool m_IsClientAreaEnabled;