Move render target texture parameters to renderer gl

This commit is contained in:
2026-06-01 18:11:44 +02:00
parent 7d80afce2f
commit f1e2743d58
6 changed files with 69 additions and 21 deletions

View File

@@ -213,10 +213,13 @@ bool RTT::create(int width, int height, int tex/* = -1*/, GLint internal_format,
glBindTexture(GL_TEXTURE_2D, texID);
if (tex == -1)
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, ifmt, 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);
for (const auto parameter : pp::renderer::gl::default_render_target_texture_parameters())
{
glTexParameterf(
GL_TEXTURE_2D,
static_cast<GLenum>(parameter.name),
static_cast<GLfloat>(parameter.value));
}
glBindTexture(GL_TEXTURE_2D, 0);
// Create a renderbuffer object to store depth info