attempt to use fbo clear function
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@@ -111,13 +111,10 @@ void OpenGLWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable
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// Set viewport for texture size
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functions_->glViewport(0, 0, footage_tex_ref->texture()->width(), footage_tex_ref->texture()->height());
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buffer_.Attach(associated_tex_ref->texture());
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buffer_.Attach(associated_tex_ref->texture(), true);
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buffer_.Bind();
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footage_tex_ref->texture()->Bind();
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functions_->glClearColor(0.0, 0.0, 0.0, 0.0);
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functions_->glClear(GL_COLOR_BUFFER_BIT);
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// Blit old texture to new texture through OCIO shader
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color_processor->ProcessOpenGL();
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@@ -156,13 +153,9 @@ void OpenGLWorker::RunNodeAccelerated(const Node *node, const NodeValueDatabase
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// Create the output texture
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OpenGLTextureCache::ReferencePtr output_ref = texture_cache_->Get(video_params());
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buffer_.Attach(output_ref->texture());
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buffer_.Attach(output_ref->texture(), true);
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buffer_.Bind();
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functions_->glClearColor(0.0, 0.0, 0.0, 0.0);
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functions_->glClear(GL_COLOR_BUFFER_BIT);
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// Lock the shader so no other thread interferes as we set parameters and draw (and we don't interfere with any others)
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shader->Lock();
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shader->bind();
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