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https://github.com/korenkonder/ReDIVA.git
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Some RenderTexture refactoring
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@@ -84,8 +84,8 @@ int32_t RenderTexture::Init(int32_t width, int32_t height,
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return -1;
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render_texture_counter++;
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color_texture = this->color_texture->tex;
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gl_state_bind_texture_2d(this->color_texture->tex);
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color_texture = GetColorTex();
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gl_state_bind_texture_2d(GetColorTex());
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if (color_format == GL_RGBA32F) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -108,7 +108,7 @@ int32_t RenderTexture::Init(int32_t width, int32_t height,
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return -1;
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render_texture_counter++;
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depth_texture = this->depth_texture->tex;
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depth_texture = this->GetDepthTex();
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stencil = depth_format == GL_DEPTH24_STENCIL8;
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}
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else {
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@@ -146,14 +146,14 @@ void RenderTexture::DrawCustom() {
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}
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void RenderTexture::DrawQuad(shader_set_data* set, int32_t width, int32_t height,
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float_t scale, float_t param_x, float_t param_y, float_t param_z, float_t param_w) {
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float_t scale_x, float_t scale_y, float_t param_x, float_t param_y, float_t param_z, float_t param_w) {
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extern render_context* rctx_ptr;
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float_t w = (float_t)max_def(width, 1);
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float_t h = (float_t)max_def(height, 1);
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quad_shader_data quad = {};
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quad.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f }; // x * 0.5 + 0.5
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quad.g_texel_size = { scale / w, scale / h, w, h };
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quad.g_texel_size = { scale_x / w, scale_y / h, w, h };
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quad.g_color = { param_x, param_y, param_z, param_w };
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quad.g_texture_lod = 0.0f;
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