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https://github.com/MihailRis/voxelcore.git
synced 2026-10-08 04:21:50 +00:00
Water render fix, minor refactor, README.md update
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e437cc99ce
commit
26935473a3
4 changed files with 4 additions and 35 deletions
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@ -97,9 +97,6 @@ int _png_load(const char* file, int* width, int* height){
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return 0;
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}
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// configure second post-processing framebuffer
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unsigned int framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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@ -112,37 +109,7 @@ int _png_load(const char* file, int* width, int* height){
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
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glGenerateMipmap(GL_TEXTURE_2D);
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// glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); // we only need a color buffer
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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unsigned int framebufferms;
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glGenFramebuffers(1, &framebufferms);
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glBindFramebuffer(GL_FRAMEBUFFER, framebufferms);
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// create a multisampled color attachment texture
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glGenTextures(1, &texturems);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, texturems);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 16, GL_RGBA, t_width, t_height, GL_TRUE);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, texturems, 0);
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glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 3);
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// glGenerateMipmap(GL_TEXTURE_2D_MULTISAMPLE);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferms);
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glBlitFramebuffer(0, 0, t_width, t_height, 0, 0, t_width, t_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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png_destroy_read_struct( &png_ptr, &info_ptr, &end_info );
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free( image_data );
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