Used R11G11B10F instead of RGB10_A2 for framebuffer format in Filters and R11G11B10F instead of RGBA for the back buffer in the FilterPostProcessor.

This commit is contained in:
Nehon 2014-05-26 11:58:16 +02:00
parent 0c469e605b
commit 200c875ba2
2 changed files with 4 additions and 4 deletions

View File

@ -207,7 +207,7 @@ public abstract class Filter implements Savable {
* @return
*/
protected Format getDefaultPassTextureFormat() {
return Format.RGB10_A2;
return Format.RGB111110F;
}
/**

View File

@ -433,7 +433,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
if (caps.contains(Caps.OpenGL31)) {
Texture2D msColor = new Texture2D(width, height, numSamples, Format.RGBA8);
Texture2D msColor = new Texture2D(width, height, numSamples, Format.RGB111110F);
Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
renderFrameBufferMS.setDepthTexture(msDepth);
renderFrameBufferMS.setColorTexture(msColor);
@ -441,14 +441,14 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
depthTexture = msDepth;
} else {
renderFrameBufferMS.setDepthBuffer(Format.Depth);
renderFrameBufferMS.setColorBuffer(Format.RGBA8);
renderFrameBufferMS.setColorBuffer(Format.RGB111110F);
}
}
if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderFrameBuffer.setDepthBuffer(Format.Depth);
filterTexture = new Texture2D(width, height, Format.RGBA8);
filterTexture = new Texture2D(width, height, Format.RGB111110F);
renderFrameBuffer.setColorTexture(filterTexture);
}