PlaneModel = new Plane();\r
PlaneModel->bindModel();\r
PlaneModel->bindShader(Shader::gBasicTexture());\r
+ PlaneModel->bindShader(Shader::gBlur());\r
}\r
return PlaneModel;\r
}\r
Shader::gActive()->setUniformLocation("uPlain", 1);
Shader::gActive()->setUniformLocation("uFar", 0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- //glDrawArrays(GL_QUADS, 0, 4);
+ //glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_QUADS, 0, 4);
glBindVertexArray(0);
}
Texture::Texture()
- : texture_internal(GL_RGB16F), texture_format(GL_RGB),texture_target(GL_TEXTURE_2D),texture_type(GL_FLOAT)
+ : texture_internal(GL_RGB), texture_format(GL_RGB),texture_target(GL_TEXTURE_2D),texture_type(GL_UNSIGNED_BYTE)
{
glGenTextures(1, &handle);
}
glBindTexture(texture_target, handle);
- glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ if(data!=nullptr)
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ else
+ glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
rBO->bindBuffer(_width, _height);
glFramebufferRenderbuffer(buffer_target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *rBO);
}
-
- //glDrawBuffers(dim, attachments);
+ //glDrawBuffers(1, attachments);
+
+ glDrawBuffers(dim, attachments);
if (glCheckFramebufferStatus(buffer_target) != GL_FRAMEBUFFER_COMPLETE)
Message::error("fBufferObject: Framebuffer not complete!");
render = new fBufferObject(1);
- blur = new fBufferObject(2,false);
+// blur = new fBufferObject(2,false);
- blur->bindBuffer(Graphix::getWindowWidth(), Graphix::getWindowHeight());
+// blur->bindBuffer(Graphix::getWindowWidth(), Graphix::getWindowHeight());
render->bindBuffer(Graphix::getWindowWidth(), Graphix::getWindowHeight());
render->clearBuffer();
render->clearBuffer();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- Shader::gBasicTexture()->useShader();
- //render->getTexture()->useTexture();
- SceneObjects.front()->gTexture()->useTexture();
+ Shader::gBlur()->useShader();
+ render->getTexture()->useTexture();
+ //SceneObjects.front()->gTexture()->useTexture();
Model::getPlaneModel()->drawModel(mat4(1.f));
}