SSAO now have outcommented code for MipMaps. I couldn't see any gain from having mipmaps. But it's there if some one wants to try

This commit is contained in:
Teejoon
2016-02-24 11:26:06 +01:00
parent 09aec08d0e
commit 06ea99a769
4 changed files with 170 additions and 36 deletions
+1 -3
View File
@@ -29,8 +29,6 @@ private:
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void ComputeAO(GLuint depthBuffer, Camera* camera);
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
@@ -38,7 +36,7 @@ private:
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
static const GLint MAX_MIP_LEVEL = 5;
float m_Radius;
float m_Bias;
float m_Contrast;