diff --git a/libraries/render-utils/src/AmbientOcclusionEffect.cpp b/libraries/render-utils/src/AmbientOcclusionEffect.cpp index 613bc22c84..86223e9877 100644 --- a/libraries/render-utils/src/AmbientOcclusionEffect.cpp +++ b/libraries/render-utils/src/AmbientOcclusionEffect.cpp @@ -377,9 +377,6 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext float tHeight = occlusionViewport.w / (float)framebufferSize.y; - //_parametersBuffer->ditheringInfo.y += 0.25f; - - auto occlusionPipeline = getOcclusionPipeline(); auto firstHBlurPipeline = getHBlurPipeline(); auto lastVBlurPipeline = getVBlurPipeline(); diff --git a/libraries/render-utils/src/AmbientOcclusionEffect.h b/libraries/render-utils/src/AmbientOcclusionEffect.h index 7f3ff3f64f..8bb4600d3c 100644 --- a/libraries/render-utils/src/AmbientOcclusionEffect.h +++ b/libraries/render-utils/src/AmbientOcclusionEffect.h @@ -205,7 +205,7 @@ public: DebugAmbientOcclusionConfig() : render::Job::Config(true) {} bool showCursorPixel{ false }; - glm::vec2 debugCursorTexcoord{ 0.5, 0.5 }; + glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f }; signals: void dirty(); diff --git a/libraries/render-utils/src/SurfaceGeometryPass.cpp b/libraries/render-utils/src/SurfaceGeometryPass.cpp index cc8d04e929..7a5a34c756 100644 --- a/libraries/render-utils/src/SurfaceGeometryPass.cpp +++ b/libraries/render-utils/src/SurfaceGeometryPass.cpp @@ -74,7 +74,6 @@ void LinearDepthFramebuffer::allocate() { // For Linear Depth: _linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); - // _linearDepthTexture->autoGenerateMips(5); _linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture); _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat()); @@ -82,7 +81,7 @@ void LinearDepthFramebuffer::allocate() { // For Downsampling: _halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); - _halfLinearDepthTexture->autoGenerateMips(5); + _halfLinearDepthTexture->autoGenerateMips(5); _halfNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));