Use texture array for character rendering, condense rendering
This commit is contained in:
@@ -129,8 +129,9 @@ preloadRender = do
|
||||
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
|
||||
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
|
||||
cslist <-
|
||||
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] pmTriangles
|
||||
>>= _1 (vaddTextureNoFilter "data/texture/charMap.png")
|
||||
makeShader "picture/textureArray" [vert, frag] [3, 4, 4] pmTriangles
|
||||
-- >>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR)
|
||||
>>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR)
|
||||
-- this should really be a 2d texture array
|
||||
|
||||
screentexturevbo <- mglCreate glCreateBuffers
|
||||
|
||||
Reference in New Issue
Block a user