SSAO and Glow is no longe conflicting with each other.

Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
This commit is contained in:
Teejoon
2016-02-28 15:02:40 +01:00
parent b320d8d1e4
commit d3a245606a
5 changed files with 49 additions and 33 deletions
+3 -3
View File
@@ -39,7 +39,7 @@ public:
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
Texture* m_BlackTexture;
Model* m_ScreenQuad;
@@ -50,8 +50,8 @@ private:
int m_Iterations;
int m_Quality = 0;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
+6 -6
View File
@@ -28,7 +28,7 @@ public:
if (m_Quality == 0) {
return m_WhiteTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
return m_Gaussian_vert;
}
}
@@ -46,7 +46,7 @@ private:
void InitializeShaderProgram();
void InitializeBuffer();
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//void blurHorizontal(GLuint depthBuffer);
//void blurVertical(GLuint depthBuffer);
@@ -68,14 +68,14 @@ private:
Texture* m_WhiteTexture;
GLuint m_SSAOTexture;
GLuint m_SSAOTexture = 0;
FrameBuffer m_SSAOFramBuffer;
GLuint m_SSAOViewSpaceZTexture;
GLuint m_SSAOViewSpaceZTexture = 0;
FrameBuffer m_SSAOViewSpaceZFramBuffer;
GLuint m_GaussianTexture_horiz;
GLuint m_GaussianTexture_vert;
GLuint m_Gaussian_horiz = 0;
GLuint m_Gaussian_vert = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;