Use glTexStorage when resizing framebuffers
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@@ -85,16 +85,11 @@ preloadRender = do
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-- textured wallShader
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wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints pokeWPColStrat
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture shader
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textShad <- makeShader "texture/simpleWorld" [vert,frag] [3,2] ETriangles poke32
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>>= addTexture "data/texture/ayene_wooden_floor.png"
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---- texture array shader
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textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles poke33
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>>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- bind fixed vertex data
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bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
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-- framebuffer for lighting
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(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
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framebuf2 <- setupTextureFramebuffer 600 600
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framebuf3 <- setupTextureFramebuffer 600 600
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@@ -129,7 +124,6 @@ preloadRender = do
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, _lightingWallShader = wlLightShad {_shaderVAO = wpVAO}
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, _wallBlankShader = wlBlank { _shaderVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
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, _textureShader = textShad
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
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@@ -137,9 +131,6 @@ preloadRender = do
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, _colorBlurShader = colorBlurShad
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, _barrelShader = barrelShad
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, _grayscaleShader = grayscaleShad
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, _spareFBO = fbo
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, _fboTexture = fboTO
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, _fboRenderbufferObject = fboRBO
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, _fbo2 = framebuf2
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, _fbo3 = framebuf3
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, _fboFourth1 = fboFourth1Name
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