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https://github.com/AxioDL/boo.git
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Use GL_DEPTH_COMPONENT32F for consistency with other backends
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parent
8241df0a1b
commit
4a55a04e18
@ -600,14 +600,14 @@ public:
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, m_colorFormat, width, height, GL_FALSE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, m_colorFormat, width, height, GL_FALSE);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT32F, width, height, GL_FALSE);
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}
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}
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else
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else
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{
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{
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, m_colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, m_colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
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glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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@ -628,7 +628,7 @@ public:
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if (m_bindTexs[1][i])
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if (m_bindTexs[1][i])
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{
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{
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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}
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}
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}
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}
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}
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}
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@ -1820,7 +1820,7 @@ GLTextureR::GLTextureR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue*
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, colorFormat, width, height, GL_FALSE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, colorFormat, width, height, GL_FALSE);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT32F, width, height, GL_FALSE);
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}
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}
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else
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else
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{
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{
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@ -1831,7 +1831,7 @@ GLTextureR::GLTextureR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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}
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}
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for (int i=0 ; i<colorBindingCount ; ++i)
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for (int i=0 ; i<colorBindingCount ; ++i)
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@ -1845,7 +1845,7 @@ GLTextureR::GLTextureR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue*
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for (int i=0 ; i<depthBindingCount ; ++i)
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for (int i=0 ; i<depthBindingCount ; ++i)
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{
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{
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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SetClampMode(GL_TEXTURE_2D, clampMode);
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SetClampMode(GL_TEXTURE_2D, clampMode);
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