some tweaks from Sam

This commit is contained in:
ZappoMan 2015-07-17 12:50:20 -07:00
parent 33464dfd6c
commit 4dadf60724

View file

@ -91,7 +91,7 @@ void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
// 2) clear it...
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
float depth = 0.0f;
float depth = 1.0f;
int stencil = 0;
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLORS | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
//batch.clearColorFramebuffer(_overlayFramebuffer->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
@ -252,7 +252,7 @@ void ApplicationOverlay::buildFramebufferObject() {
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
_overlayColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
_overlayFramebuffer->setRenderBuffer(0, _overlayColorTexture);