Arisotura is a fucking derp
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@ -184,6 +184,7 @@ bool GLDrawing_Init()
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
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// TODO: consider reallocating the texture when changing screen sizes
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glGenTextures(1, &GL_ScreenTexture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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@ -348,8 +349,10 @@ void GLDrawing_DrawScreen()
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int frontbuf = GPU::FrontBuffer;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 384, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 512, 384, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256<<ScreenScale[0], 192<<ScreenScale[0], GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256<<ScreenScale[1], 192<<ScreenScale[1], GL_RGBA_INTEGER,
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GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
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glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
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glBindVertexArray(GL_ScreenVertexArrayID);
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