Use Depth Texture on OpenGL 3.3
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c1e49d2b13
commit
284eaf1576
14
src/rlgl.c
14
src/rlgl.c
@ -1688,7 +1688,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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target.depth.id = 0;
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_16BIT
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT
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target.depth.mipmaps = 1;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -1701,14 +1701,18 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#define USE_DEPTH_RENDERBUFFER
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#if defined(GRAPHICS_API_OPENGL_33)
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#define USE_DEPTH_TEXTURE
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#else
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#define USE_DEPTH_RENDERBUFFER
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#endif
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#if defined(USE_DEPTH_RENDERBUFFER)
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// Create the renderbuffer that will serve as the depth attachment for the framebuffer.
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glGenRenderbuffers(1, &target.depth.id);
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glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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#elif defined(USE_DEPTH_TEXTURE)
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// NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required)
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// A renderbuffer is simpler than a texture and could offer better performance on embedded devices
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@ -1718,7 +1722,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#endif
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