Fixed an issue where AA was not taken into account when using SSAO filter
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@ -233,11 +233,12 @@ public abstract class Filter implements Savable {
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* @param vp the viewport
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* @param w the width
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* @param h the height
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* @param numSamples the number of samples for anti aliasing
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*/
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protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h, int numSamples) {
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// cleanup(renderManager.getRenderer());
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defaultPass = new Pass();
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defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
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defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat(), numSamples);
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initFilter(manager, renderManager, vp, w, h);
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}
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@ -170,10 +170,10 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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renderFrameBuffer.setDepthTexture(depthTexture);
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}
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computeDepth = true;
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filter.init(assetManager, renderManager, vp, width, height);
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filter.init(assetManager, renderManager, vp, width, height, numSamples);
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filter.setDepthTexture(depthTexture);
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} else {
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filter.init(assetManager, renderManager, vp, width, height);
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filter.init(assetManager, renderManager, vp, width, height, numSamples);
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}
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}
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