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@ -3700,7 +3700,7 @@ TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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// Reset viewport dimensions to default |
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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rlEnableBackfaceCulling(); |
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//------------------------------------------------------------------------------------------ |
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@ -3773,7 +3773,7 @@ TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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// Reset viewport dimensions to default |
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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rlEnableBackfaceCulling(); |
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//------------------------------------------------------------------------------------------ |
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@ -3848,7 +3848,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int |
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); |
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float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); |
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glUniform1f(roughnessLoc, roughness); |
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rlSetUniform(roughnessLoc, o">&roughness, SHADER_UNIFORM_FLOAT); |
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for (int i = 0; i < 6; i++) |
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{ |
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@ -3872,7 +3872,7 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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// Reset viewport dimensions to default |
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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rlEnableBackfaceCulling(); |
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//------------------------------------------------------------------------------------------ |
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@ -3903,7 +3903,6 @@ Texture2D rlGenTextureBRDF(Shader shader, int size) |
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// STEP 2: Draw to framebuffer |
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//------------------------------------------------------------------------------------------ |
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// NOTE: Render BRDF LUT into a quad using FBO |
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rlEnableShader(shader.id); |
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rlViewport(0, 0, size, size); |
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@ -3921,7 +3920,7 @@ Texture2D rlGenTextureBRDF(Shader shader, int size) |
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer) |
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// Reset viewport dimensions to default |
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rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); |
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight()); |
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//------------------------------------------------------------------------------------------ |
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brdf.width = size; |
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