Fixed an issue where AA was not taken into account when using SSAO filter

This commit is contained in:
Nehon 2015-05-08 11:18:27 +02:00
parent 64ba4794e4
commit 3f3ef99b86
2 changed files with 5 additions and 4 deletions

View File

@ -233,11 +233,12 @@ public abstract class Filter implements Savable {
* @param vp the viewport
* @param w the width
* @param h the height
* @param numSamples the number of samples for anti aliasing
*/
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h, int numSamples) {
// cleanup(renderManager.getRenderer());
defaultPass = new Pass();
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat(), numSamples);
initFilter(manager, renderManager, vp, w, h);
}

View File

@ -170,10 +170,10 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
renderFrameBuffer.setDepthTexture(depthTexture);
}
computeDepth = true;
filter.init(assetManager, renderManager, vp, width, height);
filter.init(assetManager, renderManager, vp, width, height, numSamples);
filter.setDepthTexture(depthTexture);
} else {
filter.init(assetManager, renderManager, vp, width, height);
filter.init(assetManager, renderManager, vp, width, height, numSamples);
}
}