Added so that mipmaps can have diferant formats. Bloom also uses RGB8 on all texture now
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@@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms()
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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_RGB, GL_FLOAT, m_BloomLod);
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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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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_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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&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_RGB8, 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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