fix mixer on iOS, work with RGBA16F buffers on iOS instead of fallback to RGBA8
This commit is contained in:
@@ -280,8 +280,13 @@ void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
|
||||
{
|
||||
if (new_size.x > m_canvas->m_width)
|
||||
{
|
||||
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
|
||||
#if __IOS__
|
||||
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
|
||||
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA16F);
|
||||
#else
|
||||
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
|
||||
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA32F);
|
||||
#endif
|
||||
if (auto img = root()->find<NodeImageTexture>("tex-debug"))
|
||||
img->tex.assign(m_canvas->m_mixer.getTextureID());
|
||||
// m_canvas->resize((int)new_size.x, (int)new_size.y);
|
||||
|
||||
Reference in New Issue
Block a user