Showing the changes to libraries/render-utils/src/SurfaceGeometryPass.cpp (1 of 3 files). Show all
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| @@ -74,7 +74,6 @@ void LinearDepthFramebuffer::allocate() { · 73 unmodified lines | |||
| 74 | // For Linear Depth: | 74 | // For Linear Depth: |
| 75 | _linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, | 75 | _linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, |
| 76 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); | 76 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); |
| 77 | // _linearDepthTexture->autoGenerateMips(5); | ||
| 78 | _linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | 77 | _linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 79 | _linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture); | 78 | _linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture); |
| 80 | _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat()); | 79 | _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat()); |
| @@ -82,7 +81,7 @@ void LinearDepthFramebuffer::allocate() { · 1 unmodified line | |||
| 82 | // For Downsampling: | 81 | // For Downsampling: |
| 83 | _halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, | 82 | _halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, |
| 84 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); | 83 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); |
| 85 | _halfLinearDepthTexture->autoGenerateMips(5); | 84 | _halfLinearDepthTexture->autoGenerateMips(5); |
| 86 | 85 | ||
| 87 | _halfNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, | 86 | _halfNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, |
| 88 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); | 87 | gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); |