Glow is looking good :)
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@@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path)
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
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void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps);
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter);
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void DeleteTexture(GLuint* texture);
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};
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@@ -77,11 +77,11 @@ void DrawBloomPass::InitializeBuffers()
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{
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
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GL_RGB8, GL_RGB, GL_FLOAT, m_BloomLod);
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GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
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CommonFunctions::GenerateMipMapTexture(
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&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
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GL_RGB8, GL_RGB, GL_FLOAT, m_BloomLod);
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CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
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CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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if (m_GaussianCombineBuffer.GetHandle() == 0) {
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m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
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@@ -24,7 +24,7 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
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}
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps)
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter)
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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@@ -35,8 +35,8 @@ void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, gl
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MAGFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter);
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GLERROR("MipMap Texture initialization failed");
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}
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