Use SPTextureManager to get displace.png
This will allow using texture compression for it
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@ -199,12 +199,9 @@ void displaceShaderInit(SPShader* shader)
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g_stk_sbr->getRTTs()->getFBO(FBO_DISPLACE).bind(),
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glClear(GL_COLOR_BUFFER_BIT);
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}, RP_RESERVED);
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shader->addCustomPrefilledTextures(ST_BILINEAR,
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GL_TEXTURE_2D, "displacement_tex", []()->GLuint
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{
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return irr_driver->getTexture(FileManager::TEXTURE,
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"displace.png")->getOpenGLTextureName();
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}, RP_RESERVED);
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SPShaderManager::addPrefilledTexturesToShader(shader,
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{{ "displacement_tex", "displace.png", false/*srgb*/, ST_BILINEAR }},
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RP_RESERVED);
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shader->addCustomPrefilledTextures(ST_BILINEAR,
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GL_TEXTURE_2D, "mask_tex", []()->GLuint
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{
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@ -108,10 +108,6 @@ private:
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const std::array<PassInfo, 2>& pi,
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const UniformAssigners& ua,
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bool skinned);
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// ------------------------------------------------------------------------
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static void addPrefilledTexturesToShader(SPShader* s,
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const std::vector<std::tuple<std::string, std::string, bool,
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SamplerType> >& t, RenderPass rp);
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public:
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// ------------------------------------------------------------------------
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@ -130,6 +126,10 @@ public:
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m_spsm = NULL;
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}
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// ------------------------------------------------------------------------
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static void addPrefilledTexturesToShader(SPShader* s,
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const std::vector<std::tuple<std::string, std::string, bool,
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SamplerType> >& t, RenderPass rp);
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// ------------------------------------------------------------------------
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SPShaderManager();
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// ------------------------------------------------------------------------
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~SPShaderManager();
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