Kaynağa Gözat

Moved postpro texture to shader

pull/23/head
raysan5 9 yıl önce
ebeveyn
işleme
1ec87f7990
1 değiştirilmiş dosya ile 9 ekleme ve 8 silme
  1. +9
    -8
      src/rlgl.c

+ 9
- 8
src/rlgl.c Dosyayı Görüntüle

@ -1045,12 +1045,7 @@ void rlglInitPostpro(void)
postproQuad = rlglLoadModel(quadData);
Texture2D texture;
texture.id = fboColorTexture;
texture.width = w;
texture.height = h;
SetModelTexture(&postproQuad, texture);
// NOTE: fboColorTexture id must be assigned to postproQuad model shader
#endif
}
@ -1060,6 +1055,13 @@ void rlglSetPostproShader(Shader shader)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlglSetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = fboColorTexture;
texture.width = GetScreenWidth();
texture.height = GetScreenHeight();
SetShaderMapDiffuse(&postproQuad.shader, texture);
//TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id);
//TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
//TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId);
@ -1369,8 +1371,7 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
//glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
//glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0
if (vaoSupported)

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