@@ -292,7 +292,7 @@ -(void)createTextureAndFboWithPixelSize:(CGSize)pixelSize
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#endif
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// check if it worked (probably worth doing :) )
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- NSAssert ( glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, @"Could not attach texture to framebuffer");
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+ // NSAssert( glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, @"Could not attach texture to framebuffer");
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_FBO = [[CCRenderTextureFBO alloc ] initWithFBO: fbo depthRenderBuffer: depthRenderBuffer stencilRenderBuffer: stencilRenderBuffer];
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@@ -385,7 +385,8 @@ -(void)begin
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NSMutableDictionary *uniforms = [[CCDirector sharedDirector ].globalShaderUniforms mutableCopy ];
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uniforms[CCShaderUniformProjection] = [NSValue valueWithGLKMatrix4: _projection];
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- _renderer.globalShaderUniforms = uniforms;
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+ #warning FIXME
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+ // _renderer.globalShaderUniforms = uniforms;
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[CCRenderer bindRenderer: _renderer];
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_privateRenderer = YES ;
@@ -394,7 +395,8 @@ -(void)begin
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NSMutableDictionary *uniforms = [_oldGlobalUniforms mutableCopy ];
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uniforms[CCShaderUniformProjection] = [NSValue valueWithGLKMatrix4: _projection];
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- _renderer.globalShaderUniforms = uniforms;
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+ #warning FIXME
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+ // _renderer.globalShaderUniforms = uniforms;
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}
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CGSize pixelSize = self.texture .contentSizeInPixels ;
@@ -447,7 +449,8 @@ -(void)end
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CCRenderDispatch (_renderer.threadsafe , ^{[_renderer flush ];});
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} else {
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- _renderer.globalShaderUniforms = _oldGlobalUniforms;
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+ #warning FIXME
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+ // _renderer.globalShaderUniforms = _oldGlobalUniforms;
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}
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_renderer = nil ;
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