Try to fix incomplete fbo attachement
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4e6a7b5192
commit
cedbb32a17
@ -1026,7 +1026,7 @@ void IrrDriver::renderShadows()
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_MULTISAMPLE);
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for (unsigned i = 0; i < 4; i++)
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for (unsigned i = 0; i < 4; i++)
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FrameBuffer::BlitLayer(m_rtts->getShadowMSAAFBO(), m_rtts->getShadowFBO(), i, GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, GL_NEAREST);
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FrameBuffer::BlitLayer(m_rtts->getShadowMSAAFBO(), m_rtts->getShadowFBO(), i, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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}
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}
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@ -224,7 +224,7 @@ RTT::RTT(size_t width, size_t height)
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if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
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if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
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{
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{
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R32F, GL_RED, GL_FLOAT, 10);
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R32F, GL_RED, GL_FLOAT, 10);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH_COMPONENT32, GL_DEPTH_STENCIL, GL_DEPTH_COMPONENT, 10);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 10);
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somevector.clear();
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somevector.clear();
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somevector.push_back(shadowColorTex);
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somevector.push_back(shadowColorTex);
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@ -235,7 +235,7 @@ RTT::RTT(size_t width, size_t height)
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 8, GL_R32F, 1024, 1024, 4, true);
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 8, GL_R32F, 1024, 1024, 4, true);
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glGenTextures(1, &shadowDepthMSAATex);
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glGenTextures(1, &shadowDepthMSAATex);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, shadowDepthMSAATex);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, shadowDepthMSAATex);
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 8, GL_DEPTH_COMPONENT32, 1024, 1024, 4, true);
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glTexStorage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 8, GL_DEPTH24_STENCIL8, 1024, 1024, 4, true);
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somevector.clear();
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somevector.clear();
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somevector.push_back(shadowColorMSAATex);
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somevector.push_back(shadowColorMSAATex);
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