fix shaders_deffered_render.c
for OpenGL ES 3 (#4617)
This fixes an incomplete framebuffer issue due to the use of a texture format not supported in ES 3. This commit also adds more information on how to manage deferred rendering.
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1 changed files with 12 additions and 4 deletions
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@ -95,11 +95,19 @@ int main(void)
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rlEnableFramebuffer(gBuffer.framebuffer);
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// Since we are storing position and normal data in these textures,
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// we need to use a floating point format.
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gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
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// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
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// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
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// depth, and the inverse view/projection matrices.
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// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
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// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
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// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
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gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
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// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
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// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
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gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
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gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
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// Albedo (diffuse color) and specular strength can be combined into one texture.
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// The color in RGB, and the specular strength in the alpha channel.
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gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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