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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp35
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp21
2 files changed, 9 insertions, 47 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 6b1574bbbd..a315684ce9 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -557,15 +557,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenTextures(1, &rpi->cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
-#if 1
- //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+
+ // Mobile hardware (PowerVR specially) prefers this approach,
+ // the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //Generate framebuffers for rendering
+ // Generate framebuffers for rendering
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
@@ -576,34 +577,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
-#else
- int lod = 0;
-
- //the approach below is fatal for powervr
-
- // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
- while (size >= 1) {
-
- for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
- if (size == rpi->current_resolution) {
- //adjust framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
-
-#ifdef DEBUG_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
-#endif
- }
- }
-
- lod++;
-
- size >>= 1;
- }
-#endif
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 7980c43517..c633d17cca 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1206,32 +1206,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
GLenum type = GL_UNSIGNED_BYTE;
// Set the initial (empty) mipmaps
-#if 1
- //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+ // Mobile hardware (PowerVR specially) prefers this approach,
+ // the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //no filters for now
+
+ // No filters for now
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#else
- while (size >= 1) {
-
- for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
- }
-
- lod++;
-
- size >>= 1;
- }
-#endif
- //framebuffer
+ // Framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);