diff options
author | SmileTheory <SmileTheory@gmail.com> | 2016-03-11 04:37:50 -0800 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2016-04-07 11:54:14 +0100 |
commit | e4c921a3b24d7631af8d119a5175321b6eb1c1f7 (patch) | |
tree | 743a87b4ab72d0ee0cea3a7d64b44eae639d1415 /src/renderergl2/tr_backend.c | |
parent | 46cb9a5112fecbdf152bccf692d89bfca564e987 (diff) |
OpenGL2: More ssao/depth blur improvements.
Diffstat (limited to 'src/renderergl2/tr_backend.c')
-rw-r--r-- | src/renderergl2/tr_backend.c | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c index 708b395f..f523ab32 100644 --- a/src/renderergl2/tr_backend.c +++ b/src/renderergl2/tr_backend.c @@ -981,7 +981,11 @@ const void *RB_DrawSurfs( const void *data ) { if (tr.hdrDepthFbo) { // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image - FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); + ivec4_t srcBox; + + VectorSet4(srcBox, 0, tr.renderDepthImage->height, tr.renderDepthImage->width, -tr.renderDepthImage->height); + + FBO_BlitFromTexture(tr.renderDepthImage, srcBox, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); } if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT) @@ -1541,7 +1545,6 @@ const void *RB_PostProcess(const void *data) srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth; srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight; - //FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); } |