PixelFormat rename
PixelFormatInfo => PixelFormatDescription PixelFormat => PixelFormatInfo PixelFormatType => PixelFormat
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@@ -185,7 +185,7 @@ namespace Nz
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m_bloomRTT.Create(true);
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_bloomTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x / 8, dimensions.y / 8);
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m_bloomTextures[i]->Create(ImageType_2D, PixelFormat_RGBA8, dimensions.x / 8, dimensions.y / 8);
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m_bloomRTT.AttachTexture(AttachmentPoint_Color, i, m_bloomTextures[i]);
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}
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m_bloomRTT.Unlock();
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@@ -197,7 +197,7 @@ namespace Nz
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m_dofRTT.Create(true);
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_dofTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x/4, dimensions.y/4);
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m_dofTextures[i]->Create(ImageType_2D, PixelFormat_RGBA8, dimensions.x/4, dimensions.y/4);
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m_dofRTT.AttachTexture(AttachmentPoint_Color, i, m_dofTextures[i]);
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}
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m_dofRTT.Unlock();
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@@ -147,11 +147,11 @@ namespace Nz
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unsigned int width = dimensions.x;
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unsigned int height = dimensions.y;
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m_depthStencilTexture->Create(ImageType_2D, PixelFormatType_Depth24Stencil8, width, height);
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m_depthStencilTexture->Create(ImageType_2D, PixelFormat_Depth24Stencil8, width, height);
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m_GBuffer[0]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular
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m_GBuffer[1]->Create(ImageType_2D, PixelFormatType_RG16F, width, height); // Texture 1 : Encoded normal
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m_GBuffer[2]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height); // Texture 2 : Depth (24bits) + Shininess
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m_GBuffer[0]->Create(ImageType_2D, PixelFormat_RGBA8, width, height); // Texture 0 : Diffuse Color + Specular
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m_GBuffer[1]->Create(ImageType_2D, PixelFormat_RG16F, width, height); // Texture 1 : Encoded normal
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m_GBuffer[2]->Create(ImageType_2D, PixelFormat_RGBA8, width, height); // Texture 2 : Depth (24bits) + Shininess
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m_GBufferRTT->Create(true);
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@@ -169,7 +169,7 @@ namespace Nz
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_workTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, width, height);
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m_workTextures[i]->Create(ImageType_2D, PixelFormat_RGBA8, width, height);
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m_workRTT->AttachTexture(AttachmentPoint_Color, i, m_workTextures[i]);
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}
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@@ -160,13 +160,13 @@ namespace Nz
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std::array<UInt8, 6> whitePixels = { { 255, 255, 255, 255, 255, 255 } };
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Nz::TextureRef whiteTexture = Nz::Texture::New();
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whiteTexture->Create(ImageType_2D, PixelFormatType_L8, 1, 1);
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whiteTexture->Create(ImageType_2D, PixelFormat_L8, 1, 1);
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whiteTexture->Update(whitePixels.data());
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TextureLibrary::Register("White2D", std::move(whiteTexture));
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Nz::TextureRef whiteCubemap = Nz::Texture::New();
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whiteCubemap->Create(ImageType_Cubemap, PixelFormatType_L8, 1, 1);
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whiteCubemap->Create(ImageType_Cubemap, PixelFormat_L8, 1, 1);
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whiteCubemap->Update(whitePixels.data());
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TextureLibrary::Register("WhiteCubemap", std::move(whiteCubemap));
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@@ -37,7 +37,7 @@ namespace Nz
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AbstractImage* GuillotineTextureAtlas::ResizeImage(AbstractImage* oldImage, const Vector2ui& size) const
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{
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std::unique_ptr<Texture> newTexture(new Texture);
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if (newTexture->Create(ImageType_2D, PixelFormatType_A8, size.x, size.y, 1))
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if (newTexture->Create(ImageType_2D, PixelFormat_A8, size.x, size.y, 1))
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{
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if (oldImage)
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{
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@@ -29,7 +29,7 @@ namespace Nz
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Light::Light(LightType type) :
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m_type(type),
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m_shadowMapFormat(PixelFormatType_Depth16),
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m_shadowMapFormat(PixelFormat_Depth16),
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m_shadowMapSize(512, 512),
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m_shadowCastingEnabled(false),
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m_shadowMapUpdated(false)
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