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trying to understand the bug with nvidia new driver
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3 changed files with 6 additions and 4 deletions
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@ -29,7 +29,7 @@
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#include <GL/wglew.h>
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#include <GL/wglew.h>
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// Uncomment this define and recompile to be able to avoid code path preventing to be able to run nsight graphics debug
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// Uncomment this define and recompile to be able to avoid code path preventing to be able to run nsight graphics debug
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//#define HIFI_ENABLE_NSIGHT_DEBUG 1
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#define HIFI_ENABLE_NSIGHT_DEBUG 1
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#endif
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#endif
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@ -67,8 +67,10 @@ DeferredFragment unpackDeferredFragmentNoPosition(vec2 texcoord) {
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frag.scattering = 0.0;
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frag.scattering = 0.0;
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unpackModeMetallic(diffuseVal.w, frag.mode, frag.metallic);
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unpackModeMetallic(diffuseVal.w, frag.mode, frag.metallic);
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//frag.emissive = specularVal.xyz;
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frag.obscurance = min(specularVal.w, frag.obscurance);
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// frag.obscurance = min(specularVal.w, frag.obscurance);
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frag.obscurance = specularVal.w;
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if (frag.mode == FRAG_MODE_SCATTERING) {
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if (frag.mode == FRAG_MODE_SCATTERING) {
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@ -55,7 +55,7 @@ void DeferredFramebuffer::allocate() {
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredColorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredNormalTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(colorFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(linearFormat, width, height, gpu::Texture::SINGLE_MIP, defaultSampler));
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_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
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_deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
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_deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
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_deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
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