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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
This commit is contained in:
fgenesis 2024-01-11 00:05:45 +01:00
parent 56169b7001
commit 49ffcf227b
2 changed files with 3 additions and 4 deletions

View file

@ -112,7 +112,7 @@ void DarkLayer::preRender()
if (useFrameBuffer)
frameBuffer.startCapture();
glClearColor(1,1,1,1);
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT);
core->render(layer, layer, false);

View file

@ -118,10 +118,9 @@ bool FrameBuffer::init(int width, int height, bool fitToScreen)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
// FIXME: check for GL_ARB_texture_float; otherwise stick with old format
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA16F_ARB,
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
width, height,
0, GL_RGBA, GL_FLOAT, 0 );
0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
// Put together