osx fixes
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d0e22164d5
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@ -264,8 +264,8 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3
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core::matrix4 InvRHMatrix;
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RHMatrix.getInverse(InvRHMatrix);
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glDisable(GL_DEPTH_TEST);
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FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(std::vector<GLuint>
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{ irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb });
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FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(createVector<GLuint>(
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irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb));
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DrawFullScreenEffect<FullScreenShader::GlobalIlluminationReconstructionShader>(RHMatrix, InvRHMatrix, rh_extend);
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}
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@ -608,7 +608,10 @@ void IrrDriver::renderTransparent()
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size_t count = mesh.IndexCount;
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// Render the effect
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MeshShader::DisplaceShader::getInstance()->SetTextureUnits(
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{ getTextureGLuint(displaceTex), irr_driver->getRenderTargetTexture(RTT_COLOR), irr_driver->getRenderTargetTexture(RTT_TMP1), getTextureGLuint(mesh.textures[0]) });
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createVector<GLuint>(getTextureGLuint(displaceTex),
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irr_driver->getRenderTargetTexture(RTT_COLOR),
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irr_driver->getRenderTargetTexture(RTT_TMP1),
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getTextureGLuint(mesh.textures[0])));
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glUseProgram(MeshShader::DisplaceShader::getInstance()->Program);
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MeshShader::DisplaceShader::getInstance()->setUniforms(AbsoluteTransformation,
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core::vector2df(cb->getDirX(), cb->getDirY()),
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@ -155,7 +155,13 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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else
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{
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glUseProgram(FullScreenShader::RadianceHintsConstructionShader::getInstance()->Program);
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FullScreenShader::RadianceHintsConstructionShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ m_rtts->getRSM().getRTT()[0], m_rtts->getRSM().getRTT()[1], m_rtts->getRSM().getDepthTexture() });
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FullScreenShader::RadianceHintsConstructionShader::getInstance()->SetTextureUnits(
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createVector<GLuint>(
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m_rtts->getRSM().getRTT()[0],
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m_rtts->getRSM().getRTT()[1],
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m_rtts->getRSM().getDepthTexture()
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)
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);
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FullScreenShader::RadianceHintsConstructionShader::getInstance()->setUniforms(rsm_matrix, rh_matrix, rh_extend);
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32);
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}
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