Attempt to fix travis ci

This commit is contained in:
vlj
2014-05-17 00:56:16 +02:00
parent fef87b4853
commit 12ecd4e58e
2 changed files with 27 additions and 26 deletions

View File

@@ -107,35 +107,35 @@ RTT::RTT()
RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(shadowsize0, GL_R16F, GL_RED, GL_FLOAT);
FrameBuffers.reserve(FBO_COUNT);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_SSAO]}, res.Width, res.Height);
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_SSAO]}, res.Width, res.Height));
// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
glClearColor(1., 1., 1., 1.);
glClear(GL_COLOR_BUFFER_BIT);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_NORMAL_AND_DEPTH]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1], RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_COLOR]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_LOG_LUMINANCE]}, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_MLAA_COLORS]}, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP4]}, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_LINEAR_DEPTH]}, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_HALF1]}, half.Width, half.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_HALF2]}, half.Width, half.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER1]}, quarter.Width, quarter.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER2]}, quarter.Width, quarter.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH1]}, eighth.Width, eighth.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH2]}, eighth.Width, eighth.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_DISPLACE]}, DepthStencilTexture, res.Width, res.Height);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_1024]}, 1024, 1024);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_512]}, 512, 512);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_512]}, 512, 512);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_256]}, 256, 256);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_256]}, 256, 256);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_128]}, 128, 128);
FrameBuffers.emplace_back(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_128]}, 128, 128);
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_NORMAL_AND_DEPTH]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1], RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_COLOR]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LOG_LUMINANCE]}, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_MLAA_COLORS]}, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP1]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP2]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP4]}, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_LINEAR_DEPTH]}, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF1]}, half.Width, half.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_HALF2]}, half.Width, half.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER1]}, quarter.Width, quarter.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_QUARTER2]}, quarter.Width, quarter.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH1]}, eighth.Width, eighth.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_EIGHTH2]}, eighth.Width, eighth.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_DISPLACE]}, DepthStencilTexture, res.Width, res.Height));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_1024]}, 1024, 1024));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_512]}, 512, 512));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_512]}, 512, 512));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_256]}, 256, 256));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_256]}, 256, 256));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_BLOOM_128]}, 128, 128));
FrameBuffers.push_back(new FrameBuffer(std::vector<GLuint> {RenderTargetTextures[RTT_TMP_128]}, 128, 128));
if (irr_driver->getGLSLVersion() >= 150)
{

View File

@@ -18,6 +18,7 @@
#define HEADER_RTTS_HPP
#include "graphics/glwrap.hpp"
#include "utils/ptr_vector.hpp"
namespace irr {
namespace video {
@@ -122,7 +123,7 @@ public:
FrameBuffer& getFBO(enum TypeFBO fbo) { return FrameBuffers[fbo]; }
private:
unsigned RenderTargetTextures[RTT_COUNT];
std::vector<FrameBuffer> FrameBuffers;
PtrVector<FrameBuffer> FrameBuffers;
unsigned DepthStencilTexture;
unsigned shadowFBO, shadowColorTex, shadowDepthTex;