Made texture getters from draw finalpass from const

This commit is contained in:
Teejoon
2016-03-12 18:04:10 +01:00
parent 1ad087dc75
commit 90d848e8d9
3 changed files with 8 additions and 15 deletions
-2
View File
@@ -352,7 +352,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
GLuint sceneTexture = SceneTexture();
GLERROR("SceneTexture() 1");
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
@@ -362,7 +361,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
GLuint sceneTexture = SceneTexture();
GLERROR("SceneTexture() 2");
delete stateSprite;
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
+2 -1
View File
@@ -227,7 +227,8 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
GLuint test = m_DrawFinalPass->SceneTexture();
m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}