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Working bloom but still visually unstable with geometry aliasing

Olivier Prat committed 9 years ago

Commit 02612651 parent cda48cb11 files · +320 −29Browse files

Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 11 files). Show all

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libraries/render-utils/src/DeferredFramebuffer.cpp+2−2
@@ -73,9 +73,9 @@ void DeferredFramebuffer::allocate() { · 72 unmodified lines
7373 _deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
7474
7575
76− auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
76+ auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
7777
78− _lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
78+ _lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, smoothSampler);
7979 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
8080 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
8181 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);