WIP, trying to get blur to work with mipmaps
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@@ -2,11 +2,12 @@
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#include "Rendering/FrameBuffer.h"
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment)
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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m_MipMapLod = mipMapLod;
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}
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Texture2D::~Texture2D()
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@@ -58,7 +59,7 @@ void FrameBuffer::Generate()
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for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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