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.
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@@ -39,7 +39,7 @@ public:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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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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Texture* m_BlackTexture;
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Model* m_ScreenQuad;
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@@ -50,8 +50,8 @@ private:
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int m_Iterations;
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int m_Quality = 0;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -28,7 +28,7 @@ public:
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if (m_Quality == 0) {
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return m_WhiteTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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return m_Gaussian_vert;
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}
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}
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@@ -46,7 +46,7 @@ private:
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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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 blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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@@ -68,14 +68,14 @@ private:
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Texture* m_WhiteTexture;
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GLuint m_SSAOTexture;
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GLuint m_SSAOTexture = 0;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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GLuint m_SSAOViewSpaceZTexture = 0;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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GLuint m_Gaussian_horiz = 0;
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GLuint m_Gaussian_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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