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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion

samcake committed 10 years ago

Commit 4742f401 parent 36d58a27 files · +86 −60Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 7 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+1−1
@@ -414,7 +414,7 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren · 413 unmodified lines
414 batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());414 batch.setResourceTexture(HalfNormal, linearDepthTarget->getHalfNormalTexture());
415 415
416 batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());416 batch.setResourceTexture(Curvature, surfaceGeometryFramebuffer->getCurvatureTexture());
417 batch.setResourceTexture(DiffusedCurvature, diffusedCurvatureFramebuffer->getRenderBuffer(0));417 batch.setResourceTexture(DiffusedCurvature, surfaceGeometryFramebuffer->getLowCurvatureTexture());
418 if (DependencyManager::get<DeferredLightingEffect>()->isAmbientOcclusionEnabled()) {418 if (DependencyManager::get<DeferredLightingEffect>()->isAmbientOcclusionEnabled()) {
419 batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture());419 batch.setResourceTexture(AmbientOcclusion, framebufferCache->getOcclusionTexture());
420 } else {420 } else {