Fix roughness in instanced mesh.
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478e904d1c
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@ -83,7 +83,7 @@ RTT::RTT()
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RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGB, GL_FLOAT);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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@ -547,6 +547,7 @@ namespace MeshShader
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GLuint InstancedObjectPass1Shader::Program;
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GLuint InstancedObjectPass1Shader::attrib_position;
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GLuint InstancedObjectPass1Shader::attrib_normal;
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GLuint InstancedObjectPass1Shader::attrib_texcoord;
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GLuint InstancedObjectPass1Shader::attrib_orientation;
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GLuint InstancedObjectPass1Shader::attrib_origin;
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GLuint InstancedObjectPass1Shader::attrib_scale;
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@ -564,6 +565,7 @@ namespace MeshShader
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@ -82,7 +82,7 @@ class InstancedObjectPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale;
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static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_tex;
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static void init();
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@ -76,7 +76,7 @@ void STKInstancedSceneNode::initinstancedvaostate(GLMesh &mesh, GeometricMateria
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{
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case FPSM_DEFAULT:
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mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
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MeshShader::InstancedObjectPass1Shader::attrib_position, -1, -1, MeshShader::InstancedObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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MeshShader::InstancedObjectPass1Shader::attrib_position, MeshShader::InstancedObjectRefPass1Shader::attrib_texcoord, -1, MeshShader::InstancedObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
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glGenBuffers(1, &instances_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, instances_vbo);
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glBufferData(GL_ARRAY_BUFFER, instance_pos.size() * sizeof(float), instance_pos.data(), GL_STATIC_DRAW);
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