* Fix incorrect format for DepthStencil in TextureUtil (fix potential GL issue)
* Fix tex3DThumb.frag compile error (implicit int -> float conversion) git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9339 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -85,7 +85,7 @@ class TextureUtil {
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false);
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// Depth stencil formats
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setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL11.GL_DEPTH_COMPONENT, GL30.GL_UNSIGNED_INT_24_8, false);
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setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL30.GL_DEPTH_STENCIL, GL30.GL_UNSIGNED_INT_24_8, false);
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// RGB formats
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
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@ -148,6 +148,11 @@ class TextureUtil {
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return null;
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}
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break;
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case Depth24Stencil8:
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if (!caps.OpenGL30){
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return null;
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}
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break;
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case Luminance16F:
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case Luminance16FAlpha16F:
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case Luminance32F:
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@ -5,10 +5,11 @@ uniform float m_InvDepth;
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varying vec2 texCoord;
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void main(){
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float depthx=floor(texCoord.x);
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float depthy=(m_Rows-1.0) - floor(texCoord.y);
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float rows = float(m_Rows);
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float depthx = floor(texCoord.x);
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float depthy = (rows - 1.0) - floor(texCoord.y);
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//vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);//
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vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
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gl_FragColor= texture3D(m_Texture,texC);
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vec3 texC = vec3(fract(texCoord.x),fract(texCoord.y),(depthy * rows + depthx) * m_InvDepth);
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gl_FragColor = texture3D(m_Texture, texC);
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}
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