Clear SSAO fbo at least once.
On intel driver (windows) texture swizzling seem not to work everytime so use an untouched rtt instead of swizzling SSAO rtt if ssao is disabled.
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@ -441,11 +441,6 @@ void IrrDriver::renderSolidSecondPass()
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setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
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setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
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setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
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if (!UserConfigParams::m_ssao)
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{
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GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ONE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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m_scene_manager->drawAll(m_renderpass);
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}
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@ -100,6 +100,10 @@ RTT::RTT()
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RenderTargetTextures[RTT_EIGHTH2] = generateRTT(eighth, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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FrameBuffers[FBO_SSAO] = generateFBO(RenderTargetTextures[RTT_SSAO]);
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// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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FrameBuffers[FBO_NORMAL_AND_DEPTHS] = generateFBO(RenderTargetTextures[RTT_NORMAL_AND_DEPTH], DepthStencilTexture);
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FrameBuffers[FBO_COLORS] = generateFBO(RenderTargetTextures[RTT_COLOR], DepthStencilTexture);
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FrameBuffers[FBO_MLAA_COLORS] = generateFBO(RenderTargetTextures[RTT_MLAA_COLORS], DepthStencilTexture);
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