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https://github.com/TorqueGameEngines/Torque3D.git
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Fix imposter capture on OpenGL.
This commit is contained in:
parent
c354f59b72
commit
259030de47
2 changed files with 3 additions and 1 deletions
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@ -229,7 +229,7 @@ void ImposterCapture::_renderToTexture( GFXTexHandle texHandle, GBitmap *outBitm
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PROFILE_SCOPE( ImposterCapture_RenderToTexture );
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PROFILE_SCOPE( ImposterCapture_RenderToTexture );
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, texHandle );
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, texHandle );
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, GFXTextureTarget::sDefaultDepthStencil );
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuffer );
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GFX->setActiveRenderTarget( mRenderTarget );
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GFX->setActiveRenderTarget( mRenderTarget );
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GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 1.0f, 0 );
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GFX->clear( GFXClearZBuffer | GFXClearStencil | GFXClearTarget, color, 1.0f, 0 );
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@ -373,6 +373,7 @@ void ImposterCapture::begin( TSShapeInstance *shapeInst,
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mBlackTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mBlackTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mWhiteTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mWhiteTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mNormalTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mNormalTex.set( mDim, mDim, GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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mDepthBuffer.set( mDim, mDim, GFXFormatD24S8, &GFXDefaultZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
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// copy the black render target data into a bitmap
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// copy the black render target data into a bitmap
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mBlackBmp = new GBitmap;
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mBlackBmp = new GBitmap;
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@ -70,6 +70,7 @@ protected:
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GFXTexHandle mBlackTex;
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GFXTexHandle mBlackTex;
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GFXTexHandle mWhiteTex;
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GFXTexHandle mWhiteTex;
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GFXTexHandle mNormalTex;
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GFXTexHandle mNormalTex;
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GFXTexHandle mDepthBuffer;
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SceneRenderState *mState;
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SceneRenderState *mState;
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TSShapeInstance *mShapeInstance;
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TSShapeInstance *mShapeInstance;
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