- Timestamp:
- 10/30/08 18:32:56 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.cpp
r3079 r3081 604 604 GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture(); 605 605 GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture(); 606 GLuint positionsTex = fbo->GetColorBuffer(2)->GetTexture();607 606 608 607 fbo->Bind(); … … 724 723 725 724 GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture(); 726 GLuint positionsTex = fbo->GetColorBuffer(2)->GetTexture();727 725 728 726 GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture(); … … 774 772 GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture(); 775 773 GLuint normalsTex = fbo->GetColorBuffer(1)->GetTexture(); 776 GLuint positionsTex = fbo->GetColorBuffer(2)->GetTexture();777 774 778 775 GLuint shadowTex = shadowMap->GetDepthTexture(); … … 948 945 949 946 947 /* 948 void DeferredRenderer::BackProject(FrameBufferObject *fbo) 949 { 950 // back project new frame into old one and check 951 // if pixel still valid. store this property with ssao texture or even 952 // betteer with color / depth texture. This way 953 // we can sample this property together with the color / depth 954 // values and we do not require additional texture lookups 955 fbo->Bind(); 956 957 GLuint colorsTex = fbo->GetColorBuffer(colorBufferIdx)->GetTexture(); 958 //GLuint ssaoTex = mIllumFbo->GetColorBuffer(mIllumFboIndex)->GetTexture(); 959 960 // overwrite old color texture 961 //colorBufferIdx = 3 - colorBufferIdx; 962 //glDrawBuffers(1, mrt + colorBufferIdx); 963 //glDrawBuffers(1, mrt + colorBufferIdx); 964 965 sCgCombineSsaoProgram->SetTexture(0, colorsTex); 966 //sCgCombineSsaoProgram->SetTexture(1, ssaoTex); 967 968 DrawQuad(sCgBackProjectProgram); 969 970 PrintGLerror("combine ssao"); 971 } 972 */ 973 974 975 950 976 } // namespace
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