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cleaning compilation warnings and tuning the FBX material mapping pass

samcake committed 10 years ago

Commit 307243d1 parent 2c584f75 files · +31 −15Browse files

Showing the changes to libraries/render-utils/src/FramebufferCache.cpp (1 of 5 files). Show all

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libraries/render-utils/src/FramebufferCache.cpp+2−4
@@ -43,13 +43,11 @@ void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) { · 42 unmodified lines
43}43}
44 44
45void FramebufferCache::createPrimaryFramebuffer() {45void FramebufferCache::createPrimaryFramebuffer() {
46 auto colorFormat = gpu::Element::COLOR_SRGBA_32;46 auto colorFormat = gpu::Element::COLOR_SRGBA_32;
47 auto linearFormat = gpu::Element::COLOR_RGBA_32;
48 auto width = _frameBufferSize.width();47 auto width = _frameBufferSize.width();
49 auto height = _frameBufferSize.height();48 auto height = _frameBufferSize.height();
50 49
51 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);50 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
52 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
53 51
54 _selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());52 _selfieFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
55 auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));53 auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
@@ -74,7 +72,7 @@ void FramebufferCache::resizeAmbientOcclusionBuffers() { · 18 unmodified lines
74 auto height = _frameBufferSize.height() >> _AOResolutionLevel;72 auto height = _frameBufferSize.height() >> _AOResolutionLevel;
75 auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB);73 auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB);
76 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);74 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
77 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format75 // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
78 76
79 _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));77 _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
80 _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());78 _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());