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https://github.com/OpenMW/openmw.git
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Merge branch 'GLCLAMP_GOT_CLAMPED' into 'master'
Be more explicit about use of CLAMP_TO_EDGE instead of defaulting to GL CLAMP See merge request OpenMW/openmw!3140
This commit is contained in:
commit
e5ddd4036d
14 changed files with 33 additions and 4 deletions
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@ -295,6 +295,8 @@ namespace MWGui
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if (!mTexture)
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{
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mTexture = new osg::Texture2D;
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mTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mTexture->setInternalFormat(GL_RGB);
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mTexture->setResizeNonPowerOfTwoHint(false);
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}
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@ -268,6 +268,8 @@ namespace MWRender
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noBlendAlphaEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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noBlendAlphaEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D();
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dummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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dummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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dummyTexture->setInternalFormat(GL_DEPTH_COMPONENT);
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dummyTexture->setTextureSize(1, 1);
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// This might clash with a shadow map, so make sure it doesn't cast shadows
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@ -35,6 +35,8 @@ namespace MWRender
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buffer.mipmappedSceneLuminanceTex->setInternalFormat(GL_R16F);
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buffer.mipmappedSceneLuminanceTex->setSourceFormat(GL_RED);
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buffer.mipmappedSceneLuminanceTex->setSourceType(GL_FLOAT);
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buffer.mipmappedSceneLuminanceTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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buffer.mipmappedSceneLuminanceTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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buffer.mipmappedSceneLuminanceTex->setFilter(
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osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR_MIPMAP_NEAREST);
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buffer.mipmappedSceneLuminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
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@ -45,11 +47,15 @@ namespace MWRender
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buffer.luminanceTex->setInternalFormat(GL_R16F);
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buffer.luminanceTex->setSourceFormat(GL_RED);
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buffer.luminanceTex->setSourceType(GL_FLOAT);
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buffer.luminanceTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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buffer.luminanceTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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buffer.luminanceTex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
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buffer.luminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
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buffer.luminanceTex->setTextureSize(1, 1);
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buffer.luminanceProxyTex = new osg::Texture2D(*buffer.luminanceTex);
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buffer.luminanceProxyTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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buffer.luminanceProxyTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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buffer.resolveFbo = new osg::FrameBufferObject;
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buffer.resolveFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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@ -164,6 +164,8 @@ namespace MWRender
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mTextures[i][Tex_OpaqueDepth] = new osg::Texture2DArray;
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else
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mTextures[i][Tex_OpaqueDepth] = new osg::Texture2D;
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mTextures[i][Tex_OpaqueDepth]->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mTextures[i][Tex_OpaqueDepth]->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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}
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}
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@ -48,6 +48,8 @@ namespace
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: mDummyTexture(new osg::Texture2D)
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{
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mDummyTexture->setInternalFormat(GL_RGB);
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mDummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mDummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mDummyTexture->setTextureSize(1, 1);
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Shader::ShaderManager& shaderMgr
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@ -315,6 +315,8 @@ namespace MWRender
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texture->setResizeNonPowerOfTwoHint(false);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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camera->attach(osg::Camera::COLOR_BUFFER, texture);
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image->setDataType(GL_UNSIGNED_BYTE);
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@ -482,6 +482,8 @@ namespace MWRender
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, mTexture(new osg::Texture2D(imageManager->getWarningImage()))
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, mForceShaders(forceShaders)
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{
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mTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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}
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void AtmosphereNightUpdater::setFade(float fade)
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@ -26,6 +26,8 @@ namespace MWRender
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image->setColor(osg::Vec4(1, 1, 1, 1), 0, 0);
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osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D(image);
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dummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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dummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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constexpr osg::StateAttribute::OverrideValue modeOff = osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE;
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constexpr osg::StateAttribute::OverrideValue modeOn = osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE;
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@ -82,8 +82,7 @@ namespace fx
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{ "s3tc_dxt1a", osg::Texture::USE_S3TC_DXT1a_COMPRESSION },
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} };
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constexpr std::array<std::pair<std::string_view, osg::Texture::WrapMode>, 6> WrapMode = { {
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{ "clamp", osg::Texture::CLAMP },
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constexpr std::array<std::pair<std::string_view, osg::Texture::WrapMode>, 4> WrapMode = { {
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{ "clamp_to_edge", osg::Texture::CLAMP_TO_EDGE },
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{ "clamp_to_border", osg::Texture::CLAMP_TO_BORDER },
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{ "repeat", osg::Texture::REPEAT },
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@ -277,6 +277,8 @@ namespace fx
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rt.mTarget->setSourceFormat(GL_RGB);
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rt.mTarget->setInternalFormat(GL_RGB);
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rt.mTarget->setSourceType(GL_UNSIGNED_BYTE);
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rt.mTarget->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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rt.mTarget->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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while (!isNext<Lexer::Close_bracket>() && !isNext<Lexer::Eof>())
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{
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@ -184,6 +184,8 @@ namespace osgMyGUI
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mStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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mDummyTexture = new osg::Texture2D;
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mDummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mDummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mDummyTexture->setInternalFormat(GL_RGB);
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mDummyTexture->setTextureSize(1, 1);
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@ -93,6 +93,8 @@ namespace SceneUtil
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fakeShadowMapImage->allocateImage(1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
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*(float*)fakeShadowMapImage->data() = std::numeric_limits<float>::infinity();
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osg::ref_ptr<osg::Texture> fakeShadowMapTexture = new osg::Texture2D(fakeShadowMapImage);
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fakeShadowMapTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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fakeShadowMapTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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fakeShadowMapTexture->setShadowComparison(true);
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fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
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for (int i = baseShadowTextureUnit; i < baseShadowTextureUnit + numberOfShadowMapsPerLight; ++i)
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@ -243,6 +243,8 @@ namespace Stereo
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}
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osg::ref_ptr<osg::Texture2D> texture2d = new osg::Texture2D;
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texture2d->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture2d->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture2d->setSubloadCallback(new Texture2DViewSubloadCallback(textureArray, layer));
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texture2d->setTextureSize(textureArray->getTextureWidth(), textureArray->getTextureHeight());
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texture2d->setBorderColor(textureArray->getBorderColor());
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@ -429,12 +431,16 @@ namespace Stereo
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auto tex = new osg::Texture2DMultisample();
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tex->setTextureSize(width, height);
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tex->setNumSamples(samples);
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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return tex;
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}
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else
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{
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auto tex = new osg::Texture2D();
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tex->setTextureSize(width, height);
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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return tex;
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}
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}
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@ -857,8 +857,6 @@ Types
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+------------------+---------------------+
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| .omwfx | OpenGL |
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+==================+=====================+
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| clamp | GL_CLAMP |
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+------------------+---------------------+
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| clamp_to_edge | GL_CLAMP_TO_EDGE |
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+------------------+---------------------+
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| clamp_to_border | GL_CLAMP_TO_BORDER |
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