Made SSAO load its noise texture from memory
Former-commit-id: 69d5cd81c728e49be846c2be89d65ca2cd3e1e9b
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@ -664,9 +664,13 @@ m_texturesUpdated(false)
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m_ssaoNoiseTexture->Create(nzImageType_2D, nzPixelFormat_RG8, 4, 4);
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m_ssaoNoiseTexture->Create(nzImageType_2D, nzPixelFormat_RG8, 4, 4);
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m_ssaoNoiseTexture->Update(&noiseData[0]);*/
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m_ssaoNoiseTexture->Update(&noiseData[0]);*/
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const char noiseTexture[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Textures/ssaoNoise.jpg.h>
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};
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m_ssaoNoiseTexture = new NzTexture;
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m_ssaoNoiseTexture = new NzTexture;
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m_ssaoNoiseTexture->SetPersistent(false);
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m_ssaoNoiseTexture->SetPersistent(false);
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m_ssaoNoiseTexture->LoadFromFile("resources/noise.jpg");
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m_ssaoNoiseTexture->LoadFromMemory(noiseTexture, sizeof(noiseTexture));
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m_ssaoProgram = BuildSSAOProgram();
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m_ssaoProgram = BuildSSAOProgram();
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m_ssaoProgram->SendInteger(m_ssaoProgram->GetUniformLocation("NoiseTextureSize"), m_ssaoNoiseTexture->GetWidth());
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m_ssaoProgram->SendInteger(m_ssaoProgram->GetUniformLocation("NoiseTextureSize"), m_ssaoNoiseTexture->GetWidth());
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