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Correctly represent light fbo fmt
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d99dcf5450
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3 changed files with 8 additions and 7 deletions
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@ -225,6 +225,12 @@ public:
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}
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break;
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case gpu::R11G11B10:
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texel.format = GL_RGB;
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// the type should be float
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texel.internalFormat = GL_R11F_G11F_B10F;
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break;
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case gpu::DEPTH:
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texel.format = GL_DEPTH_COMPONENT; // It's depth component to load it
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texel.internalFormat = GL_DEPTH_COMPONENT;
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@ -302,11 +308,6 @@ public:
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case gpu::SRGBA:
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texel.internalFormat = GL_SRGB; // standard 2.2 gamma correction color
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break;
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case gpu::R11G11B10: {
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// the type should be float
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texel.internalFormat = GL_R11F_G11F_B10F;
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break;
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}
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default:
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qCDebug(gpulogging) << "Unknown combination of texel format";
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}
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@ -285,7 +285,7 @@ Texture::Size Texture::resize(Type type, const Element& texelFormat, uint16 widt
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}
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// Here the Texture has been fully defined from the gpu point of view (size and format)
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_defined = true;
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_defined = true;
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} else {
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_stamp++;
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}
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@ -97,7 +97,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
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// FIXME: Decide on the proper one, let s stick to R11G11B10 for now
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//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));
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_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler));
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_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
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//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
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_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
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