Use texture array for character rendering, condense rendering

This commit is contained in:
2023-03-23 14:08:07 +00:00
parent 68b43f29ff
commit 3350a8dc30
9 changed files with 80 additions and 42 deletions
+3 -2
View File
@@ -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