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source/renderer/PostprocManager.cpp
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m_Height = g_Renderer.GetHeight(); | m_Height = g_Renderer.GetHeight(); | ||||
UpdateAntiAliasingTechnique(); | UpdateAntiAliasingTechnique(); | ||||
UpdateSharpeningTechnique(); | |||||
RecreateBuffers(); | RecreateBuffers(); | ||||
m_IsInitialized = true; | m_IsInitialized = true; | ||||
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ApplyEffect(m_AATech, pass); | ApplyEffect(m_AATech, pass); | ||||
} | } | ||||
if (m_SharpTech) | |||||
{ | |||||
for (int pass = 0; pass < m_SharpTech->GetNumPasses(); ++pass) | |||||
ApplyEffect(m_SharpTech, pass); | |||||
} | |||||
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); | ||||
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); | pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); | ||||
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} | } | ||||
} | } | ||||
void CPostprocManager::UpdateSharpeningTechnique() | |||||
{ | |||||
if (!g_RenderingOptions.GetPreferGLSL()) | |||||
return; | |||||
CStr newSharpName; | |||||
CFG_GET_VAL("sharpening", newSharpName); | |||||
if (m_SharpName == newSharpName) | |||||
return; | |||||
m_SharpName = newSharpName; | |||||
m_SharpTech.reset(); | |||||
if (m_SharpName == "cas") | |||||
{ | |||||
m_SharpTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("cas")); | |||||
} | |||||
} | |||||
void CPostprocManager::SetDepthBufferClipPlanes(float nearPlane, float farPlane) | void CPostprocManager::SetDepthBufferClipPlanes(float nearPlane, float farPlane) | ||||
Stan: Wondering if it wouldn't be better to always call
```lang=cpp
m_SharpTech = g_Renderer. | |||||
Done Inline ActionsYou're right. If we check with the if (line 595) the allowed configurations, we don't need the errors, I think? OptimusShepard: You're right. If we check with the if (line 595) the allowed configurations, we don't need the… | |||||
Not Done Inline ActionsWell the question is what should we do when the user enters an incorrect / unsupported value, should we tell him? Stan: Well the question is what should we do when the user enters an incorrect / unsupported value… | |||||
Done Inline ActionsHm. As the user uses a drop down menu to select the filter, the only possibility to get an incorrect value is to edit the config file. But this wont lead to an crash. So is a error message really necessary? If we think so, we have to add error warnings to all parameter of the config file. OptimusShepard: Hm. As the user uses a drop down menu to select the filter, the only possibility to get an… | |||||
Done Inline ActionsI guess keep it consistent with what is done currently then:) Stan: I guess keep it consistent with what is done currently then:) | |||||
{ | { | ||||
m_NearPlane = nearPlane; | m_NearPlane = nearPlane; | ||||
Context not available. | |||||
{ | { | ||||
} | } | ||||
void CPostprocManager::UpdateSharpeningTechnique() | |||||
{ | |||||
} | |||||
void CPostprocManager::CaptureRenderOutput() | void CPostprocManager::CaptureRenderOutput() | ||||
{ | { | ||||
} | } | ||||
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Wildfire Games · Phabricator
Wondering if it wouldn't be better to always call
and let it error out if it isn't found.
Maybe even better if you can load the json to figure that out.