Use four-channel storage for diffuse/specular RTTs

Mesa doesn't seem to support three-channel texture storage, so
increase to four channels. This supposedly will not negatively
impact performance, and may actually improve it depending on the
driver implementation.

See http://www.gamedev.net/topic/560908-is-float-point-fb-possible-with-opengl/
This commit is contained in:
Stephen Just
2014-09-02 08:36:06 -06:00
parent 6982e3d0ae
commit 050d83540c

View File

@@ -115,8 +115,8 @@ RTT::RTT(size_t width, size_t height)
RenderTargetTextures[RTT_MLAA_BLEND] = generateRTT(res, GL_SRGB8_ALPHA8, GL_BGR, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, GL_RGB16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_SPECULAR] = generateRTT(res, GL_RGB16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_SPECULAR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_HALF1] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_QUARTER1] = generateRTT(quarter, GL_RGBA16F, GL_BGRA, GL_FLOAT);