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FrameBuffer: change glTexImage2D to use more a compatible format
reported by pbarzena -- apparently causes problems with newer nvidia gpus on win11 but i'm not sure if this is really the problem
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2 changed files with 3 additions and 4 deletions
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@ -112,7 +112,7 @@ void DarkLayer::preRender()
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if (useFrameBuffer)
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frameBuffer.startCapture();
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glClearColor(1,1,1,1);
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glClearColor(1,1,1,0);
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glClear(GL_COLOR_BUFFER_BIT);
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core->render(layer, layer, false);
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@ -118,10 +118,9 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen)
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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// FIXME: check for GL_ARB_texture_float; otherwise stick with old format
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
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width, height,
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0, GL_RGBA, GL_FLOAT, 0 );
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0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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// Put together
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