Use glTexStorage when resizing framebuffers

This commit is contained in:
2021-07-18 20:36:20 +02:00
parent ac66b4b9d6
commit 9407c7af2a
5 changed files with 51 additions and 42 deletions
-9
View File
@@ -85,16 +85,11 @@ preloadRender = do
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints pokeWPColStrat
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture shader
textShad <- makeShader "texture/simpleWorld" [vert,frag] [3,2] ETriangles poke32
>>= addTexture "data/texture/ayene_wooden_floor.png"
---- texture array shader
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles poke33
>>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
-- framebuffer for lighting
(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
framebuf2 <- setupTextureFramebuffer 600 600
framebuf3 <- setupTextureFramebuffer 600 600
@@ -129,7 +124,6 @@ preloadRender = do
, _lightingWallShader = wlLightShad {_shaderVAO = wpVAO}
, _wallBlankShader = wlBlank { _shaderVAO = wpColVAO }
, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
, _textureShader = textShad
, _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
@@ -137,9 +131,6 @@ preloadRender = do
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _spareFBO = fbo
, _fboTexture = fboTO
, _fboRenderbufferObject = fboRBO
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboFourth1 = fboFourth1Name