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Revision 5fdae11d

Added by Leszek Koltunski over 6 years ago

OIT: more fixes

View differences:

src/main/java/org/distorted/library/main/DistortedOutputSurface.java
299 299
    float corrH = getHeightCorrection();
300 300

  
301 301
    GLES31.glViewport(0, 0, mWidth, mHeight);
302
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
303
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
304
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
305 302

  
306
    DistortedRenderState.switchOffColorDepthStencil();
307
    DistortedEffects.oitCollapse(this, corrW, corrH );
303
    // Do the Collapse Pass only if we do have a Depth attachment.
304
    // Otherwise there's no point (in fact we then would create a feedback loop!)
308 305

  
309
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
306
    if( mDepthStencilH[0] != 0 )
307
      {
308
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
309
      GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
310
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[0]);
311
      DistortedRenderState.switchOffColorDepthStencil();
312
      DistortedEffects.oitCollapse(this, corrW, corrH);
313
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
314
      }
310 315

  
311 316
    setAsOutput(currTime);
312 317
    DistortedRenderState.switchColorDepthOnStencilOff();

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