Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
This commit is contained in:
parent
e0a5f7842e
commit
3e697b363e
|
@ -631,8 +631,8 @@ void Renderer::Init()
|
||||||
"ATTRIN vec3 color0;\n"
|
"ATTRIN vec3 color0;\n"
|
||||||
"VARYOUT vec4 c;\n"
|
"VARYOUT vec4 c;\n"
|
||||||
"void main(void) {\n"
|
"void main(void) {\n"
|
||||||
" gl_Position = vec4(rawpos,0,1);\n"
|
" gl_Position = vec4(rawpos, 0.0f, 1.0f);\n"
|
||||||
" c = vec4(color0, 1.0);\n"
|
" c = vec4(color0, 1.0f);\n"
|
||||||
"}\n",
|
"}\n",
|
||||||
"VARYIN vec4 c;\n"
|
"VARYIN vec4 c;\n"
|
||||||
"COLOROUT(ocol0)\n"
|
"COLOROUT(ocol0)\n"
|
||||||
|
|
|
@ -59,7 +59,7 @@ static const char *VProgram =
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
"{\n"
|
"{\n"
|
||||||
" uv0 = tex0;\n"
|
" uv0 = tex0;\n"
|
||||||
" gl_Position = vec4(rawpos,0,1);\n"
|
" gl_Position = vec4(rawpos, 0.0f, 1.0f);\n"
|
||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
void CreatePrograms()
|
void CreatePrograms()
|
||||||
|
@ -162,7 +162,7 @@ void Init()
|
||||||
glGenRenderbuffers(1, &s_dstRenderBuffer);
|
glGenRenderbuffers(1, &s_dstRenderBuffer);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
|
glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
|
||||||
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, renderBufferWidth, renderBufferHeight);
|
glRenderbufferStorage(GL_RENDERBUFFER, GLRENDERBUFFERFORMAT, renderBufferWidth, renderBufferHeight);
|
||||||
|
|
||||||
s_srcTextureWidth = 0;
|
s_srcTextureWidth = 0;
|
||||||
s_srcTextureHeight = 0;
|
s_srcTextureHeight = 0;
|
||||||
|
|
Loading…
Reference in New Issue