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https://github.com/ZDoom/gzdoom.git
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- fixed: Hardware camera textures were given a dimension of (0, 0).
This commit is contained in:
parent
870890d8cf
commit
ad021cc374
3 changed files with 15 additions and 11 deletions
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@ -207,8 +207,6 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
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}
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}
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}
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}
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// store the physical size.
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// store the physical size.
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texwidth = rw;
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texheight = rh;
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int sourcetype;
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int sourcetype;
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if (glTextureBytes > 0)
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if (glTextureBytes > 0)
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@ -467,14 +465,14 @@ void FHardwareTexture::UnbindAll()
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//
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//
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//===========================================================================
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//===========================================================================
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int FHardwareTexture::GetDepthBuffer()
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int FHardwareTexture::GetDepthBuffer(int width, int height)
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{
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{
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if (glDepthID == 0)
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if (glDepthID == 0)
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{
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{
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glGenRenderbuffers(1, &glDepthID);
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glGenRenderbuffers(1, &glDepthID);
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glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
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glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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GetTexDimension(texwidth), GetTexDimension(texheight));
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GetTexDimension(width), GetTexDimension(height));
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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}
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return glDepthID;
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return glDepthID;
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@ -487,10 +485,12 @@ int FHardwareTexture::GetDepthBuffer()
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//
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//
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//===========================================================================
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//===========================================================================
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void FHardwareTexture::BindToFrameBuffer()
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void FHardwareTexture::BindToFrameBuffer(int width, int height)
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{
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{
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width = GetTexDimension(width);
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height = GetTexDimension(height);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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}
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}
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@ -60,7 +60,6 @@ public:
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private:
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private:
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short texwidth = 0, texheight = 0;
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bool forcenocompression;
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bool forcenocompression;
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TranslatedTexture glDefTex;
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TranslatedTexture glDefTex;
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@ -71,7 +70,7 @@ private:
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TranslatedTexture * GetTexID(int translation);
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TranslatedTexture * GetTexID(int translation);
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int GetDepthBuffer();
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int GetDepthBuffer(int w, int h);
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void Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data);
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void Resize(int swidth, int sheight, int width, int height, unsigned char *src_data, unsigned char *dst_data);
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public:
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public:
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@ -81,7 +80,7 @@ public:
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static void Unbind(int texunit);
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static void Unbind(int texunit);
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static void UnbindAll();
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static void UnbindAll();
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void BindToFrameBuffer();
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void BindToFrameBuffer(int w, int h);
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unsigned int Bind(int texunit, int translation, bool needmipmap);
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unsigned int Bind(int texunit, int translation, bool needmipmap);
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void AllocateBuffer(int w, int h, int texelsize);
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void AllocateBuffer(int w, int h, int texelsize);
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@ -207,6 +207,11 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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wt->GenTime[0] = screen->FrameTime;
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wt->GenTime[0] = screen->FrameTime;
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}
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}
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}
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}
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else
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{
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w = tex->GetWidth();
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h = tex->GetHeight();
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}
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if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
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if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
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{
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{
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// could not create texture
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// could not create texture
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@ -762,7 +767,7 @@ void FMaterial::BindToFrameBuffer()
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FHardwareTexture::Unbind(0);
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FHardwareTexture::Unbind(0);
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ClearLastTexture();
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ClearLastTexture();
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}
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}
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mBaseLayer->mHwTexture->BindToFrameBuffer();
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mBaseLayer->mHwTexture->BindToFrameBuffer(mWidth, mHeight);
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}
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}
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//==========================================================================
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//==========================================================================
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