- changed CreateTexBuffer to return its info in a structure and not as a naked pointer.
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8 changed files with 92 additions and 88 deletions
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@ -226,16 +226,15 @@ void PostProcessShaderInstance::BindTextures()
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if (it == mTextureHandles.end())
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{
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// Why does this completely circumvent the normal way of handling textures?
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int width, height;
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auto buffer = tex->CreateTexBuffer(0, width, height);
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// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
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auto buffer = tex->CreateTexBuffer(0);
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, buffer.mWidth, buffer.mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer.mBuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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delete[] buffer;
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mTextureHandles[tex] = handle;
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}
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else
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