OpenGL2: More ssao/depth blur improvements.
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87cb2167bf
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4 changed files with 21 additions and 12 deletions
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@ -980,7 +980,11 @@ const void *RB_DrawSurfs( const void *data ) {
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if (tr.hdrDepthFbo)
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{
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// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
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ivec4_t srcBox;
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VectorSet4(srcBox, 0, tr.renderDepthImage->height, tr.renderDepthImage->width, -tr.renderDepthImage->height);
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FBO_BlitFromTexture(tr.renderDepthImage, srcBox, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
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}
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if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
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@ -1540,7 +1544,6 @@ const void *RB_PostProcess(const void *data)
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srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
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srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
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//FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
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FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
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}
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