Adrressing review issues

This commit is contained in:
samcake 2016-08-25 16:31:42 -07:00
parent 09a70740a8
commit 8cc65ea965
3 changed files with 2 additions and 6 deletions

View file

@ -377,9 +377,6 @@ void AmbientOcclusionEffect::run(const render::SceneContextPointer& sceneContext
float tHeight = occlusionViewport.w / (float)framebufferSize.y; float tHeight = occlusionViewport.w / (float)framebufferSize.y;
//_parametersBuffer->ditheringInfo.y += 0.25f;
auto occlusionPipeline = getOcclusionPipeline(); auto occlusionPipeline = getOcclusionPipeline();
auto firstHBlurPipeline = getHBlurPipeline(); auto firstHBlurPipeline = getHBlurPipeline();
auto lastVBlurPipeline = getVBlurPipeline(); auto lastVBlurPipeline = getVBlurPipeline();

View file

@ -205,7 +205,7 @@ public:
DebugAmbientOcclusionConfig() : render::Job::Config(true) {} DebugAmbientOcclusionConfig() : render::Job::Config(true) {}
bool showCursorPixel{ false }; bool showCursorPixel{ false };
glm::vec2 debugCursorTexcoord{ 0.5, 0.5 }; glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
signals: signals:
void dirty(); void dirty();

View file

@ -74,7 +74,6 @@ void LinearDepthFramebuffer::allocate() {
// For Linear Depth: // For Linear Depth:
_linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, _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))); gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
// _linearDepthTexture->autoGenerateMips(5);
_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture); _linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
_linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat()); _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat());
@ -82,7 +81,7 @@ void LinearDepthFramebuffer::allocate() {
// For Downsampling: // For Downsampling:
_halfLinearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), _halfFrameSize.x, _halfFrameSize.y, _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))); 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, _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))); gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));