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| author | raysan5 <raysan5@gmail.com> | 2019-01-06 15:49:29 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2019-01-06 15:49:29 +0100 |
| commit | f4fe7f4d4c6d25e4bcc1ea4b48af07ef49b82720 (patch) | |
| tree | 235fd40facc47305fa03d3fc0471ba2b3c40fe83 /src | |
| parent | 5c614f69755623e346105d17c71697005bd2900c (diff) | |
| download | raylib-f4fe7f4d4c6d25e4bcc1ea4b48af07ef49b82720.tar.gz raylib-f4fe7f4d4c6d25e4bcc1ea4b48af07ef49b82720.zip | |
Review BRDF texture generation
Actually, that function should be redesigned...
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 7 |
1 files changed, 5 insertions, 2 deletions
@@ -3221,6 +3221,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) // Generate BRDF texture using cubemap data // NOTE: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator Texture2D GenTextureBRDF(Shader shader, int size) { Texture2D brdf = { 0 }; @@ -3229,9 +3230,9 @@ Texture2D GenTextureBRDF(Shader shader, int size) glGenTextures(1, &brdf.id); glBindTexture(GL_TEXTURE_2D, brdf.id); #if defined(GRAPHICS_API_OPENGL_33) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RG, GL_FLOAT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL); #elif defined(GRAPHICS_API_OPENGL_ES2) - if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, size, size, 0, GL_RG, GL_FLOAT, NULL); + if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -3269,6 +3270,8 @@ Texture2D GenTextureBRDF(Shader shader, int size) brdf.width = size; brdf.height = size; + brdf.mipmaps = 1; + brdf.format = UNCOMPRESSED_R32G32B32; #endif return brdf; } |
