Used R11G11B10F instead of RGB10_A2 for framebuffer format in Filters and R11G11B10F instead of RGBA for the back buffer in the FilterPostProcessor.
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@ -207,7 +207,7 @@ public abstract class Filter implements Savable {
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* @return
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* @return
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*/
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*/
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protected Format getDefaultPassTextureFormat() {
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protected Format getDefaultPassTextureFormat() {
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return Format.RGB10_A2;
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return Format.RGB111110F;
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}
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}
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/**
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/**
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@ -433,7 +433,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
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if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
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renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
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renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
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if (caps.contains(Caps.OpenGL31)) {
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if (caps.contains(Caps.OpenGL31)) {
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Texture2D msColor = new Texture2D(width, height, numSamples, Format.RGBA8);
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Texture2D msColor = new Texture2D(width, height, numSamples, Format.RGB111110F);
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Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
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Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
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renderFrameBufferMS.setDepthTexture(msDepth);
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renderFrameBufferMS.setDepthTexture(msDepth);
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renderFrameBufferMS.setColorTexture(msColor);
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renderFrameBufferMS.setColorTexture(msColor);
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@ -441,14 +441,14 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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depthTexture = msDepth;
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depthTexture = msDepth;
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} else {
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} else {
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renderFrameBufferMS.setDepthBuffer(Format.Depth);
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renderFrameBufferMS.setDepthBuffer(Format.Depth);
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renderFrameBufferMS.setColorBuffer(Format.RGBA8);
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renderFrameBufferMS.setColorBuffer(Format.RGB111110F);
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}
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}
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}
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}
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if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
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if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
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renderFrameBuffer = new FrameBuffer(width, height, 1);
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renderFrameBuffer = new FrameBuffer(width, height, 1);
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renderFrameBuffer.setDepthBuffer(Format.Depth);
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renderFrameBuffer.setDepthBuffer(Format.Depth);
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filterTexture = new Texture2D(width, height, Format.RGBA8);
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filterTexture = new Texture2D(width, height, Format.RGB111110F);
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renderFrameBuffer.setColorTexture(filterTexture);
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renderFrameBuffer.setColorTexture(filterTexture);
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}
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}
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