RTT_COLOR uses float format.
This allows for hdr, however there is no tone mapping at the moment. color_level.frag can be currently used for such purpose, it gives a nice look in harvest, although it is way too bright. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14757 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -67,7 +67,7 @@ RTT::RTT()
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rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil);
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
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rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_A32B32G32R32F, stencil);
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rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A8R8G8B8, stencil);
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rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil);
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rtts[RTT_HALF1] = drv->addRenderTargetTexture(half, "rtt.half1", ECF_A8R8G8B8, stencil);
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rtts[RTT_HALF2] = drv->addRenderTargetTexture(half, "rtt.half2", ECF_A8R8G8B8, stencil);
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