Added samplers in post_process
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@@ -319,7 +319,7 @@ sprite_height(), screen_x_offset(), screen_y_offset(), screen_width(), screen_he
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}
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GLuint sampler;
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glGenSamplers(3, render_samplers);
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glGenSamplers(4, render_samplers);
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sampler = render_samplers[0];
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glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -339,6 +339,13 @@ sprite_height(), screen_x_offset(), screen_y_offset(), screen_width(), screen_he
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
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sampler = render_samplers[3];
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glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
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glGenSamplers(3, sprite_samplers);
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sampler = sprite_samplers[0];
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glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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@@ -365,7 +372,7 @@ sprite_height(), screen_x_offset(), screen_y_offset(), screen_width(), screen_he
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render_context::~render_context() {
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glDeleteSamplers(3, sprite_samplers);
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glDeleteSamplers(3, render_samplers);
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glDeleteSamplers(4, render_samplers);
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glDeleteSamplers(18, samplers);
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glDeleteTextures(1, &empty_texture_cube_map);
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