Fix attempt for intel mesa
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42db6d2bba
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@ -529,12 +529,12 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h) :
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assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
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}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h) :
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) :
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DepthTexture(DS), RenderTargets(RTTs), width(w), height(h)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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if (irr_driver->getGLSLVersion() >= 330)
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if (layered)
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{
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for (unsigned i = 0; i < RTTs.size(); i++)
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, RTTs[i], 0);
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@ -191,7 +191,7 @@ private:
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public:
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FrameBuffer();
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FrameBuffer(const std::vector <GLuint> &RTTs, size_t w, size_t h);
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FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h);
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FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
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~FrameBuffer();
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void Bind();
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std::vector<GLuint> &getRTT() { return RenderTargets; }
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@ -197,7 +197,7 @@ RTT::RTT(size_t width, size_t height)
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somevector.clear();
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somevector.push_back(shadowColorTex);
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shadowFBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024);
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shadowFBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024, true);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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