add color dodge and multiply blending modes shaders, change tmp framebuffer to RGBA32F for better precision and fix the blending problem for the stroke not reaching full opacity
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@@ -40,7 +40,7 @@ void RTT::destroy()
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// h = 0;
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}
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bool RTT::create(int width, int height, int tex/* = -1*/)
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bool RTT::create(int width, int height, int tex/* = -1*/, GLint internal_format)
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{
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// Destroy any previously created object
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destroy();
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@@ -60,7 +60,7 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
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glBindTexture(GL_TEXTURE_2D, texID);
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if (tex == -1)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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