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Revision 9ab3b712

Added by Leszek Koltunski over 6 years ago

Make us read only the DEPTH part of a DEPTH24_STENCIL8 attachment.

View differences:

src/main/java/org/distorted/library/main/DistortedOutputSurface.java
356 356

  
357 357
    DistortedRenderState.enableStencil();
358 358

  
359
    // we cannot compare DEPTH24_STENCIL8 format to DEPTH32 which oitRender's fragment shader expects. Remount!
359
    // we cannot compare DEPTH24_STENCIL8 format to DEPTH32 which oitRender's fragment shader expects.
360

  
360 361
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
361 362
      {
362 363
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
363 364
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
364
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
365
      GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_DEPTH_STENCIL_TEXTURE_MODE, GLES31.GL_DEPTH_COMPONENT);
365 366
      }
366 367

  
367 368
    DistortedEffects.oitRender(this, buffer.getWidthCorrection(), buffer.getHeightCorrection() );
......
369 370
    if( mDepthStencil==BOTH_DEPTH_STENCIL )
370 371
      {
371 372
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[0]);
372
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
373 373
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[0], 0);
374 374
      }
375 375

  

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