OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
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8 changed files with 70 additions and 79 deletions
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@ -526,22 +526,6 @@ void FBO_Init(void)
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R_CheckFBO(tr.targetLevelsFbo);
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}
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if (r_softOverbright->integer)
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{
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//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
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tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
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FBO_Bind(tr.screenScratchFbo);
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//FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
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FBO_AttachTextureImage(tr.screenScratchImage, 0);
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// FIXME: hack: share zbuffer between render fbo and pre-screen fbo
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//FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.screenScratchFbo);
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}
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for (i = 0; i < 2; i++)
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{
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tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
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