backout a workaround that is not needed anymore

we had to add a call to glFinish() before glReadPixels() because of a bug in the GL ES
driver of a certain device. This is not needed anymore.
This commit is contained in:
Mathias Agopian
2009-11-19 15:52:28 -08:00
parent 74a331b5dd
commit 137dac6f10

View File

@@ -169,7 +169,6 @@ void LayerBlur::onDraw(const Region& clip) const
// This reads the frame-buffer, so a h/w GL would have to
// finish() its rendering first. we don't want to do that
// too often. Read data is 4-bytes aligned.
glFinish();
glReadPixels(X, Y, w, h, mReadFormat, mReadType, pixels);
// blur that texture.