mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Fix random texture sampling bug
This commit is contained in:
parent
0a8cc1b74c
commit
37e3172c94
1 changed files with 2 additions and 0 deletions
|
@ -191,6 +191,8 @@ void FGLRenderer::AmbientOccludeScene()
|
||||||
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
|
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
mSSAOShader->Bind();
|
mSSAOShader->Bind();
|
||||||
mSSAOShader->DepthTexture.Set(0);
|
mSSAOShader->DepthTexture.Set(0);
|
||||||
|
|
Loading…
Reference in a new issue