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
+1 -2
View File
@@ -143,7 +143,6 @@ void Renderer::Draw(RenderFrame& frame)
}
PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("Renderer-AO generation");
for (auto scene : frame.RenderScenes){
@@ -159,8 +158,8 @@ void Renderer::Draw(RenderFrame& frame)
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
m_DrawFinalPass->Draw(*scene);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);