Use the same depth format in all places in FPP
This commit is contained in:
parent
b0316e419c
commit
88aaa079e3
@ -66,7 +66,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
|||||||
private FrameBuffer renderFrameBuffer;
|
private FrameBuffer renderFrameBuffer;
|
||||||
private Texture2D filterTexture;
|
private Texture2D filterTexture;
|
||||||
private Texture2D depthTexture;
|
private Texture2D depthTexture;
|
||||||
private SafeArrayList<Filter> filters = new SafeArrayList<Filter>(Filter.class);
|
private SafeArrayList<Filter> filters = new SafeArrayList<>(Filter.class);
|
||||||
private AssetManager assetManager;
|
private AssetManager assetManager;
|
||||||
private Picture fsQuad;
|
private Picture fsQuad;
|
||||||
private boolean computeDepth = false;
|
private boolean computeDepth = false;
|
||||||
@ -85,6 +85,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
|||||||
private AppProfiler prof;
|
private AppProfiler prof;
|
||||||
|
|
||||||
private Format fbFormat = Format.RGB111110F;
|
private Format fbFormat = Format.RGB111110F;
|
||||||
|
private Format depthFormat = Format.Depth;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create a FilterProcessor
|
* Create a FilterProcessor
|
||||||
@ -178,7 +179,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
|||||||
filter.setProcessor(this);
|
filter.setProcessor(this);
|
||||||
if (filter.isRequiresDepthTexture()) {
|
if (filter.isRequiresDepthTexture()) {
|
||||||
if (!computeDepth && renderFrameBuffer != null) {
|
if (!computeDepth && renderFrameBuffer != null) {
|
||||||
depthTexture = new Texture2D(width, height, Format.Depth24);
|
depthTexture = new Texture2D(width, height, depthFormat);
|
||||||
renderFrameBuffer.setDepthTexture(depthTexture);
|
renderFrameBuffer.setDepthTexture(depthTexture);
|
||||||
}
|
}
|
||||||
computeDepth = true;
|
computeDepth = true;
|
||||||
@ -477,20 +478,20 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
|||||||
renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
|
renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
|
||||||
if (caps.contains(Caps.OpenGL32)) {
|
if (caps.contains(Caps.OpenGL32)) {
|
||||||
Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
|
Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
|
||||||
Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
|
Texture2D msDepth = new Texture2D(width, height, numSamples, depthFormat);
|
||||||
renderFrameBufferMS.setDepthTexture(msDepth);
|
renderFrameBufferMS.setDepthTexture(msDepth);
|
||||||
renderFrameBufferMS.setColorTexture(msColor);
|
renderFrameBufferMS.setColorTexture(msColor);
|
||||||
filterTexture = msColor;
|
filterTexture = msColor;
|
||||||
depthTexture = msDepth;
|
depthTexture = msDepth;
|
||||||
} else {
|
} else {
|
||||||
renderFrameBufferMS.setDepthBuffer(Format.Depth);
|
renderFrameBufferMS.setDepthBuffer(depthFormat);
|
||||||
renderFrameBufferMS.setColorBuffer(fbFormat);
|
renderFrameBufferMS.setColorBuffer(fbFormat);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (numSamples <= 1 || !caps.contains(Caps.OpenGL32)) {
|
if (numSamples <= 1 || !caps.contains(Caps.OpenGL32)) {
|
||||||
renderFrameBuffer = new FrameBuffer(width, height, 1);
|
renderFrameBuffer = new FrameBuffer(width, height, 1);
|
||||||
renderFrameBuffer.setDepthBuffer(Format.Depth);
|
renderFrameBuffer.setDepthBuffer(depthFormat);
|
||||||
filterTexture = new Texture2D(width, height, fbFormat);
|
filterTexture = new Texture2D(width, height, fbFormat);
|
||||||
renderFrameBuffer.setColorTexture(filterTexture);
|
renderFrameBuffer.setColorTexture(filterTexture);
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user