diff --git a/libraries/render-utils/src/AntialiasingEffect.cpp b/libraries/render-utils/src/AntialiasingEffect.cpp index 52e0836029..f56514c7ec 100644 --- a/libraries/render-utils/src/AntialiasingEffect.cpp +++ b/libraries/render-utils/src/AntialiasingEffect.cpp @@ -51,7 +51,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() { // Link the antialiasing FBO to texture _antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, DependencyManager::get()->getFrameBufferSize().width(), DependencyManager::get()->getFrameBufferSize().height())); - auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA); + auto format = DependencyManager::get()->getLightingTexture()->getTexelFormat(); auto width = _antialiasingBuffer->getWidth(); auto height = _antialiasingBuffer->getHeight(); auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); @@ -102,7 +102,9 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re RenderArgs* args = renderContext->getArgs(); gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.enableStereo(false); + batch.setViewportTransform(args->_viewport); + // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation auto framebufferCache = DependencyManager::get(); QSize framebufferSize = framebufferCache->getFrameBufferSize(); float fbWidth = framebufferSize.width(); @@ -122,7 +124,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re // FXAA step getAntialiasingPipeline(); - batch.setResourceTexture(0, framebufferCache->getDeferredColorTexture()); + batch.setResourceTexture(0, framebufferCache->getLightingTexture()); _antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture); batch.setFramebuffer(_antialiasingBuffer); batch.setPipeline(getAntialiasingPipeline()); @@ -152,7 +154,7 @@ void Antialiasing::run(const render::SceneContextPointer& sceneContext, const re // Blend step getBlendPipeline(); batch.setResourceTexture(0, _antialiasingTexture); - batch.setFramebuffer(framebufferCache->getDeferredFramebuffer()); + batch.setFramebuffer(framebufferCache->getLightingFramebuffer()); batch.setPipeline(getBlendPipeline()); DependencyManager::get()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color); diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 1adf350f96..a75579a4fe 100755 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -125,7 +125,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) : Task() { // Render transparent objects forward in LigthingBuffer addJob("DrawTransparentDeferred", transparents, shapePlumber); - + // Lighting Buffer ready for tone mapping addJob("ToneMapping"); _toneMappingJobIndex = (int)_jobs.size() - 1;