diff options
Diffstat (limited to '3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp')
-rw-r--r-- | 3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp b/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp index 004b8c5eab6..0777343bd3f 100644 --- a/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp +++ b/3rdparty/bgfx/examples/23-vectordisplay/vectordisplay.cpp @@ -136,7 +136,7 @@ void VectorDisplay::endFrame() bx::mtxOrtho(proj, 0.0f, (float)m_screenWidth, (float)m_screenHeight, 0.0f, 0.0f, 1000.0f); bgfx::setViewRect(m_view, 0, 0, m_screenWidth, m_screenHeight); - bgfx::setViewFrameBuffer(m_view, m_sceneFrameBuffer); //render all geometry to this framebuffer + bgfx::setViewFrameBuffer(m_view, m_sceneFrameBuffer); bgfx::setViewTransform(m_view, NULL, proj); // advance step @@ -155,7 +155,7 @@ void VectorDisplay::endFrame() int stepi = m_numberDecaySteps - loopvar - 1; int i = (m_currentDrawStep + m_numberDecaySteps - stepi) % m_numberDecaySteps; - if (m_vertexBuffersSize[i] != 0) //only draw if something is in the buffer + if (m_vertexBuffersSize[i] != 0) { float alpha; if (stepi == 0) @@ -200,14 +200,14 @@ void VectorDisplay::endFrame() if (m_brightness > 0) { - bgfx::setTexture(0, s_texColor, m_sceneFrameBuffer); + bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_sceneFrameBuffer) ); int npasses = (int)(m_brightness * 4); for (int pass = 0; pass < npasses; pass++) { // render the glow1 texture to the glow0 buffer with horizontal blur - bgfx::setViewFrameBuffer(viewCounter, m_glow0FrameBuffer); //first glow pass + bgfx::setViewFrameBuffer(viewCounter, m_glow0FrameBuffer); bgfx::setViewRect(viewCounter, 0, 0, m_glowWidth, m_glowHeight); bgfx::setState(0 | BGFX_STATE_RGB_WRITE @@ -224,9 +224,9 @@ void VectorDisplay::endFrame() viewCounter++; - bgfx::setViewFrameBuffer(viewCounter, m_glow1FrameBuffer); //second glow pass + bgfx::setViewFrameBuffer(viewCounter, m_glow1FrameBuffer); bgfx::setViewRect(viewCounter, 0, 0, m_glowWidth, m_glowHeight); - bgfx::setTexture(0, s_texColor, m_glow0FrameBuffer); + bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_glow0FrameBuffer) ); bgfx::setViewTransform(viewCounter, NULL, proj); screenSpaceQuad(m_glowWidth, m_glowHeight); @@ -248,7 +248,7 @@ void VectorDisplay::endFrame() viewCounter++; //set for next iteration - bgfx::setTexture(0, s_texColor, m_glow1FrameBuffer); + bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_glow1FrameBuffer) ); } } @@ -257,7 +257,7 @@ void VectorDisplay::endFrame() //now do last pass, combination of blur and normal buffer to screen bgfx::setViewTransform(viewCounter, NULL, proj); bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight); - bgfx::setTexture(0, s_texColor, m_sceneFrameBuffer); + bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_sceneFrameBuffer) ); bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE @@ -277,7 +277,7 @@ void VectorDisplay::endFrame() // blend in the glow bgfx::setViewTransform(viewCounter, NULL, proj); bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight); - bgfx::setTexture(0, s_texColor, m_glow1FrameBuffer); + bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_glow1FrameBuffer) ); bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE @@ -741,7 +741,7 @@ void VectorDisplay::getSize(float* _outWidth, float* _outHeight) void VectorDisplay::screenSpaceQuad(float _textureWidth, float _textureHeight, float _width, float _height) { - if (bgfx::checkAvailTransientVertexBuffer(3, PosColorUvVertex::ms_decl) ) + if (3 == getAvailTransientVertexBuffer(3, PosColorUvVertex::ms_decl) ) { bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 3, PosColorUvVertex::ms_decl); |