fix colors in openglosd
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580ab6dc42
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4112cc8229
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@ -452,8 +452,8 @@ bool cOglFb::Init(void) {
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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@ -528,7 +528,6 @@ bool cOglOutputFb::Init(void) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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esyslog("[softhddev]ERROR::cOglOutputFb: Framebuffer is not complete!");
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esyslog("[softhddev]ERROR::cOglOutputFb: Framebuffer is not complete!");
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return true;
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return false;
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return false;
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}
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}
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#endif
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#endif
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@ -705,7 +704,7 @@ cOglCmdDeleteFb::cOglCmdDeleteFb(cOglFb *fb) : cOglCmd(fb) {
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}
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}
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bool cOglCmdDeleteFb::Execute(void) {
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bool cOglCmdDeleteFb::Execute(void) {
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delete fb;
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return true;
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return true;
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}
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}
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@ -1280,7 +1279,7 @@ bool cOglCmdDrawTexture::Execute(void) {
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};
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};
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VertexBuffers[vbTexture]->ActivateShader();
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VertexBuffers[vbTexture]->ActivateShader();
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VertexBuffers[vbTexture]->SetShaderAlpha(128);
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VertexBuffers[vbTexture]->SetShaderAlpha(255);
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VertexBuffers[vbTexture]->SetShaderProjectionMatrix(fb->Width(), fb->Height());
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VertexBuffers[vbTexture]->SetShaderProjectionMatrix(fb->Width(), fb->Height());
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fb->Bind();
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fb->Bind();
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