Setting wrap mode of depthTextures to CLAMP_TO_EDGE to remove seams.
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1c687f5759
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@ -35,6 +35,8 @@ void Graphics::init() {
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depthTexture_near = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
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depthTexture_near->setMinFilter(GL_NEAREST);
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depthTexture_near->setMagFilter(GL_NEAREST);
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depthTexture_near->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_near->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture_near->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_near = SharedFrameBufferObject(new FrameBufferObject());
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@ -44,6 +46,8 @@ void Graphics::init() {
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depthTexture_middle = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
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depthTexture_middle->setMinFilter(GL_NEAREST);
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depthTexture_middle->setMagFilter(GL_NEAREST);
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depthTexture_middle->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_middle->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture_middle->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_middle = SharedFrameBufferObject(new FrameBufferObject());
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@ -53,6 +57,8 @@ void Graphics::init() {
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depthTexture_far = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
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depthTexture_far->setMinFilter(GL_NEAREST);
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depthTexture_far->setMagFilter(GL_NEAREST);
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depthTexture_far->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_far->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture_far->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_far = SharedFrameBufferObject(new FrameBufferObject());
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