Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
This commit is contained in:
parent
e65b3058cf
commit
1b8effe1ea
17 changed files with 183 additions and 32 deletions
|
|
@ -574,3 +574,12 @@ FWrapperTexture::FWrapperTexture(int w, int h, int bits)
|
|||
SystemTextures.AddHardwareTexture(0, false, hwtex);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
||||
FSceneTexture::FSceneTexture(FSceneTextureType type) : Type(type)
|
||||
{
|
||||
Width = 1;
|
||||
Height = 1;
|
||||
auto hwtex = screen->CreateSceneTexture(this);
|
||||
SystemTextures.AddHardwareTexture(0, false, hwtex);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue