add remote logging system using curl, normalize log messages removing \n, fix fra shaders precision issue, enable core and forward comp. in WGL, disable multisampling,

This commit is contained in:
2017-03-31 15:39:51 +01:00
parent ade95724e8
commit b1a3cb0309
18 changed files with 352 additions and 129 deletions

View File

@@ -57,20 +57,20 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
glBindTexture(GL_TEXTURE_2D, texID);
if (tex == -1)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
// Create a renderbuffer object to store depth info
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// glGenRenderbuffers(1, &rboID);
// glBindRenderbuffer(GL_RENDERBUFFER, rboID);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Create a framebuffer object
glGenFramebuffers(1, &fboID);
@@ -80,7 +80,7 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texID, 0);
// Attach the renderbuffer to depth attachment point
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
// Check FBO status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);