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Adrressing review issues
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09a70740a8
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8cc65ea965
3 changed files with 2 additions and 6 deletions
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@ -377,9 +377,6 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
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float tHeight = occlusionViewport.w / (float)framebufferSize.y;
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float tHeight = occlusionViewport.w / (float)framebufferSize.y;
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//_parametersBuffer->ditheringInfo.y += 0.25f;
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auto occlusionPipeline = getOcclusionPipeline();
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auto occlusionPipeline = getOcclusionPipeline();
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auto firstHBlurPipeline = getHBlurPipeline();
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auto firstHBlurPipeline = getHBlurPipeline();
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auto lastVBlurPipeline = getVBlurPipeline();
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auto lastVBlurPipeline = getVBlurPipeline();
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@ -205,7 +205,7 @@ public:
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DebugAmbientOcclusionConfig() : render::Job::Config(true) {}
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DebugAmbientOcclusionConfig() : render::Job::Config(true) {}
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bool showCursorPixel{ false };
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bool showCursorPixel{ false };
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glm::vec2 debugCursorTexcoord{ 0.5, 0.5 };
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glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
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signals:
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signals:
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void dirty();
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void dirty();
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@ -74,7 +74,6 @@ void LinearDepthFramebuffer::allocate() {
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// For Linear Depth:
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// For Linear Depth:
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_linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height,
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_linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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// _linearDepthTexture->autoGenerateMips(5);
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_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
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_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
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_linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat());
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_linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat());
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@ -82,7 +81,7 @@ void LinearDepthFramebuffer::allocate() {
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// For Downsampling:
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// For Downsampling:
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_halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y,
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_halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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_halfLinearDepthTexture->autoGenerateMips(5);
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_halfLinearDepthTexture->autoGenerateMips(5);
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_halfNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y,
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_halfNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y,
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
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