More fixes with cubemaps and skybox rendering

This commit is contained in:
KillzXGaming 2019-05-14 18:21:38 -04:00
parent 828e3ee2d1
commit 5160d0f688
3 changed files with 10 additions and 10 deletions

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@ -46,14 +46,14 @@ namespace Switch_Toolbox.Library.Rendering
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc(DepthFunction.Lequal);
GL.Enable(EnableCap.CullFace);
GL.CullFace(CullFaceMode.Front);
/* GL.Enable(EnableCap.CullFace);
GL.CullFace(CullFaceMode.Front);
GL.Enable(EnableCap.LineSmooth);
GL.Enable(EnableCap.StencilTest);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
GL.Enable(EnableCap.LineSmooth);
GL.Enable(EnableCap.StencilTest);
GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
*/
control.CurrentShader = defaultShaderProgram;
// enable seamless cubemap sampling for lower mip levels in the pre-filter map.

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@ -443,19 +443,19 @@ namespace Toolbox
}
private void cubemapPathTB_Click(object sender, EventArgs e) {
FolderSelectDialog sfd = new FolderSelectDialog();
OpenFileDialog sfd = new OpenFileDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
specularCubemapPathTB.Text = sfd.SelectedPath;
specularCubemapPathTB.Text = sfd.FileName;
Runtime.PBR.SpecularCubeMapPath = specularCubemapPathTB.Text;
}
}
private void diffuseCubemapPathTBB_Click(object sender, EventArgs e) {
FolderSelectDialog sfd = new FolderSelectDialog();
OpenFileDialog sfd = new OpenFileDialog();
if (sfd.ShowDialog() == DialogResult.OK)
{
specularCubemapPathTB.Text = sfd.SelectedPath;
diffuseCubemapPathTB.Text = sfd.FileName;
Runtime.PBR.DiffuseCubeMapPath = diffuseCubemapPathTB.Text;
}
}