minor texture setup reformatting
This commit is contained in:
+11
-8
@@ -96,16 +96,19 @@ public class DhFadeRenderer
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}
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this.fadeTexture = GL32.glGenTextures();
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GLMC.glBindTexture(this.fadeTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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{
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GLMC.glBindTexture(this.fadeTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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}
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fadeTexture, 0);
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}
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+11
-9
@@ -88,15 +88,17 @@ public class FogRenderer
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GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.fogFramebuffer);
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this.fogTexture = GLMC.glGenTextures();
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GLMC.glBindTexture(this.fogTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fogTexture, 0);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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{
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GLMC.glBindTexture(this.fogTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_RGBA16, width, height, 0, GL32.GL_RGBA, GL32.GL_UNSIGNED_SHORT_4_4_4_4, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.fogTexture, 0);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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}
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}
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+10
-8
@@ -88,14 +88,16 @@ public class SSAORenderer
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GLMC.glBindFramebuffer(GL32.GL_FRAMEBUFFER, this.ssaoFramebuffer);
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this.ssaoTexture = GLMC.glGenTextures();
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GLMC.glBindTexture(this.ssaoTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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{
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GLMC.glBindTexture(this.ssaoTexture);
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GL32.glTexImage2D(GL32.GL_TEXTURE_2D, 0, GL32.GL_R16F, width, height, 0, GL32.GL_RED, GL32.GL_HALF_FLOAT, (ByteBuffer) null);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MIN_FILTER, GL32.GL_LINEAR);
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GL32.glTexParameteri(GL32.GL_TEXTURE_2D, GL32.GL_TEXTURE_MAG_FILTER, GL32.GL_LINEAR);
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// disable mip-mapping since DH is just going to draw straight to the screen
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_BASE_LEVEL, 0);
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GL43C.glTexParameteri(GL43C.GL_TEXTURE_2D, GL43C.GL_TEXTURE_MAX_LEVEL, 0);
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}
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GL32.glFramebufferTexture2D(GL32.GL_FRAMEBUFFER, GL32.GL_COLOR_ATTACHMENT0, GL32.GL_TEXTURE_2D, this.ssaoTexture, 0);
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}
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