mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-06 13:48:01 +03:00
Fixed issues with transparent chara draw
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+16
-14
@@ -923,8 +923,10 @@ namespace rndr {
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dof = new renderer::DOF3(render_post_width[0], render_post_height[0]);
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transparency_tex[0] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0);
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for (int32_t i = 0; i < 1; i++)
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transparency_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0);
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transparency = new renderer::Transparency(transparency_tex[0]->tex,
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rend_texture[0].GetDepthTex(), render_post_width[0], render_post_height[0]);
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}
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@@ -1105,15 +1107,17 @@ namespace rndr {
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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for (int32_t i = 0; i < 3; i++) {
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texture_id id = taa_tex[i]->id;
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texture_free(taa_tex[i]);
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taa_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0);
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taa_tex[i] = texture_load_tex_2d(id, GL_RGBA8,
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render_post_width[0], render_post_height[0], 0, 0, 0);
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taa_buffer[i].SetColorDepthTextures(taa_tex[i]->tex, 0, rend_texture[0].GetDepthTex());
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}
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texture_id aet_back_tex_id = aet_back_tex->id;
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texture_free(aet_back_tex);
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aet_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0);
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aet_back_tex = texture_load_tex_2d(aet_back_tex_id, GL_RGBA8,
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render_post_width[0], render_post_height[0], 0, 0, 0);
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aet_back_texture.SetColorDepthTextures(aet_back_tex->tex, 0, rend_texture[0].GetDepthTex());
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mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24);
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@@ -1132,15 +1136,13 @@ namespace rndr {
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dof->resize(render_post_width[0], render_post_height[0]);
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for (int32_t i = 0; i < 1; i++)
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if (transparency_tex[i]) {
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texture_free(transparency_tex[i]);
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transparency_tex[i] = 0;
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texture_counter--;
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}
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for (int32_t i = 0; i < 1; i++) {
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texture_id id = transparency_tex[i]->id;
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texture_free(transparency_tex[i]);
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transparency_tex[i] = texture_load_tex_2d(id, GL_RGBA16F,
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render_post_width[0], render_post_height[0], 0, 0, 0);
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}
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transparency_tex[0] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0);
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transparency->resize(transparency_tex[0]->tex, rend_texture[0].GetDepthTex(),
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render_post_width[0], render_post_height[0]);
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}
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