get probes displaying with low Texture quality

refactored detection of texture sizes for cubemaps
removed the assumption that if we give U32 GFXTextureManager::getTextureDownscalePower( GFXTextureProfile *profile ) no profile, it should go right ahead and downscale anyway
sniped the downscaling strings in the resulting U32 getProbeTexSize(); and void setCubeTexSize(const U32 cubemapFaceSize); until sucj time as we can properly follow up all possible combinations of shiping in one scale, and a customer choosing to use lower resolution textures as the current result is a hard shutoff entirely
This commit is contained in:
AzaezelX 2022-09-14 15:58:32 -05:00
parent 1541a8cc68
commit ad3c961579
7 changed files with 61 additions and 55 deletions

View file

@ -24,6 +24,7 @@
#include "gfx/gfxDevice.h"
#include "gfx/bitmap/gBitmap.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/imageUtils.h"
GFXCubemap::GFXCubemap()
@ -138,3 +139,33 @@ const String GFXCubemapArray::describeSelf() const
return String();
}
void GFXCubemapArray::setCubeTexSize(GFXCubemapHandle* cubemaps)
{
U32 downscalePower = 0;// GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemaps[0]->getSize();
if (downscalePower != 0)
{
// Otherwise apply the appropriate scale...
scaledSize >>= downscalePower;
}
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = scaledSize;
mMipMapLevels = cubemaps[0]->getMipMapLevels() - downscalePower;
}
void GFXCubemapArray::setCubeTexSize(U32 cubemapFaceSize)
{
U32 downscalePower = 0;// GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemapFaceSize;
if (downscalePower != 0)
{
scaledSize >>= downscalePower;
}
mSize = scaledSize;
mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize) - downscalePower;
}