Working through fbo debugging

This commit is contained in:
Richard Davey 2023-03-03 13:41:57 +00:00
parent 4914e3ca36
commit 4ce142c25b
2 changed files with 7 additions and 7 deletions

View file

@ -37,7 +37,7 @@ var RenderTarget = new Class({
if (minFilter === undefined) { minFilter = 0; } if (minFilter === undefined) { minFilter = 0; }
if (autoClear === undefined) { autoClear = true; } if (autoClear === undefined) { autoClear = true; }
if (autoResize === undefined) { autoResize = false; } if (autoResize === undefined) { autoResize = false; }
if (addDepthBuffer === undefined) { addDepthBuffer = true; } if (addDepthBuffer === undefined) { addDepthBuffer = false; }
/** /**
* A reference to the WebGLRenderer instance. * A reference to the WebGLRenderer instance.

View file

@ -410,7 +410,7 @@ var PreFXPipeline = new Class({
gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO);
// gl.bindTexture(gl.TEXTURE_2D, null); gl.bindTexture(gl.TEXTURE_2D, null);
// We've drawn the sprite to the target (using our pipeline shader) // We've drawn the sprite to the target (using our pipeline shader)
// we can pass it to the pipeline in case they want to do further // we can pass it to the pipeline in case they want to do further
@ -720,12 +720,12 @@ var PreFXPipeline = new Class({
this.set1i('uMainSampler', 0); this.set1i('uMainSampler', 0);
// renderer.popFramebuffer(false, false, false); renderer.popFramebuffer(false, false, false);
// if (!renderer.currentFramebuffer) if (!renderer.currentFramebuffer)
// { {
// gl.viewport(0, 0, renderer.width, renderer.height); gl.viewport(0, 0, renderer.width, renderer.height);
// } }
if (this.customMainSampler) if (this.customMainSampler)
{ {