mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
Gaussian blur
bug fixes
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+5
-5
@@ -25,10 +25,10 @@ namespace vb01{
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glTexParameterfv(GL_TEXTURE_2D,GL_TEXTURE_BORDER_COLOR,borderColor);
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}
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else{
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16F,width,height,0,GL_RGB,GL_FLOAT,NULL);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGB16F,width,height,0,GL_RGB,GL_FLOAT,NULL);
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//glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16F,width,height,0,GL_RGB,GL_UNSIGNED_BYTE,NULL);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
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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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}
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@@ -94,7 +94,7 @@ namespace vb01{
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}
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Texture::Texture(int width){
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Texture::Texture(int width,bool depth){
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this->width=width;
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this->type=TextureType::TEXTURE_CUBEMAP;
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texture=new u32;
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@@ -103,7 +103,7 @@ namespace vb01{
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glBindTexture(GL_TEXTURE_CUBE_MAP,texture[0]);
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for(int i=0;i<6;i++)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i,0,GL_DEPTH_COMPONENT,width,width,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i,0,depth?GL_DEPTH_COMPONENT:GL_RGB,width,width,0,depth?GL_DEPTH_COMPONENT:GL_RGB,GL_FLOAT,NULL);
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glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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