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