From a8a0bcf0053f3ad56d6115919ca7c5eb40832db0 Mon Sep 17 00:00:00 2001 From: Lynix Date: Thu, 7 Nov 2013 00:00:15 +0100 Subject: [PATCH] Made SSAO load its noise texture from memory Former-commit-id: 69d5cd81c728e49be846c2be89d65ca2cd3e1e9b --- src/Nazara/Graphics/DeferredRenderTechnique.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/Nazara/Graphics/DeferredRenderTechnique.cpp b/src/Nazara/Graphics/DeferredRenderTechnique.cpp index f1db5b842..5a5f1bfbf 100644 --- a/src/Nazara/Graphics/DeferredRenderTechnique.cpp +++ b/src/Nazara/Graphics/DeferredRenderTechnique.cpp @@ -664,9 +664,13 @@ m_texturesUpdated(false) m_ssaoNoiseTexture->Create(nzImageType_2D, nzPixelFormat_RG8, 4, 4); m_ssaoNoiseTexture->Update(&noiseData[0]);*/ + const char noiseTexture[] = { + #include + }; + m_ssaoNoiseTexture = new NzTexture; m_ssaoNoiseTexture->SetPersistent(false); - m_ssaoNoiseTexture->LoadFromFile("resources/noise.jpg"); + m_ssaoNoiseTexture->LoadFromMemory(noiseTexture, sizeof(noiseTexture)); m_ssaoProgram = BuildSSAOProgram(); m_ssaoProgram->SendInteger(m_ssaoProgram->GetUniformLocation("NoiseTextureSize"), m_ssaoNoiseTexture->GetWidth());