From 3a24982d1ed318b26e5ea191db63cedeb9e8d43f Mon Sep 17 00:00:00 2001 From: onelin Date: Thu, 4 Dec 2025 00:02:54 +0100 Subject: Try linear filtering:) --- src/daw.c | 10 +++++----- src/platform_glfw.c | 4 ++-- src/rendering.c | 7 ++++--- 3 files changed, 11 insertions(+), 10 deletions(-) (limited to 'src') diff --git a/src/daw.c b/src/daw.c index eb85a64..79b230c 100644 --- a/src/daw.c +++ b/src/daw.c @@ -251,11 +251,11 @@ i32 engine_run(Instance* p, StateType initial_state, void* state_arg) { BUFFERPARAMETER_SET_PARAMETER(BUFFERPARAMETER_SET_TYPE(0, BufferType_texture), BUFFERPARAMETER_TEXTURE_2D | BUFFERPARAMETER_FMT_RGB8), // The depth buffer could also be a texture like so: - BUFFERPARAMETER_SET_PARAMETER( - BUFFERPARAMETER_SET_TYPE(0, BufferType_texture), - BUFFERPARAMETER_TEXTURE_2D | BUFFERPARAMETER_FMT_DEPTH32 - ), - //BUFFERPARAMETER_SET_PARAMETER(BUFFERPARAMETER_SET_TYPE(0, BufferType_render), BUFFERPARAMETER_RENDERBUFFER_DEPTH | BUFFERPARAMETER_FMT_DEPTH32F), + // BUFFERPARAMETER_SET_PARAMETER( + // BUFFERPARAMETER_SET_TYPE(0, BufferType_texture), + // BUFFERPARAMETER_TEXTURE_2D | BUFFERPARAMETER_FMT_DEPTH32 + // ), + BUFFERPARAMETER_SET_PARAMETER(BUFFERPARAMETER_SET_TYPE(0, BufferType_render), BUFFERPARAMETER_RENDERBUFFER_DEPTH | BUFFERPARAMETER_FMT_DEPTH32F), }; FramebufferParameters p[] = { {.num_attached_buffers = sizeof(t) / sizeof(t[0]), .dimensions = {wsz[0], wsz[1], 0}}, diff --git a/src/platform_glfw.c b/src/platform_glfw.c index 9b71516..394695d 100644 --- a/src/platform_glfw.c +++ b/src/platform_glfw.c @@ -220,8 +220,8 @@ static void render_init_opengl(Window *restrict w, const u32 flags) { ctx->Enable(GL_CULL_FACE); ctx->CullFace(GL_BACK); - ctx->Enable(GL_DEPTH_TEST); - ctx->DepthFunc(GL_LESS); + //ctx->Enable(GL_DEPTH_TEST); + //ctx->DepthFunc(GL_LESS); w->context = ctx; w->renderer = WINDOW_RENDERER_OPENGL; diff --git a/src/rendering.c b/src/rendering.c index ac7b766..02be7d1 100644 --- a/src/rendering.c +++ b/src/rendering.c @@ -435,7 +435,7 @@ void render_begin(Window* w) { glfwMakeContextCurrent(w->window); ((GladGLContext*)w->context)->BindFramebuffer(GL_FRAMEBUFFER, 0); ((GladGLContext*)w->context)->ClearColor(1.f, 0.f, 1.f, 1.f); - ((GladGLContext*)w->context)->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + ((GladGLContext*)w->context)->Clear(GL_COLOR_BUFFER_BIT); } void r_clear_buffer(void *restrict context, RenderTargets *restrict t, u32 framebuffer_idx) { @@ -446,7 +446,8 @@ void r_clear_buffer(void *restrict context, RenderTargets *restrict t, u32 frame void render_present(Window* w, RenderObject *restrict default_quad) { const GladGLContext *restrict gl = w->context; - gl->BindFramebuffer(GL_FRAMEBUFFER, 0); + gl->BindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + gl->Disable(GL_DEPTH_TEST); gl->UseProgram(default_quad->shader.program); gl->BindTextureUnit(0, default_quad->texture); gl->BindVertexArray(default_quad->vao); @@ -549,7 +550,7 @@ void r_draw_model(void *restrict context, RenderTargets *restrict t, u32 framebu Camera c = *t->cam[framebuffer_idx]; gl->BindFramebuffer(GL_FRAMEBUFFER, t->framebuffer[framebuffer_idx]); gl->Enable(GL_DEPTH_TEST); - gl->DepthFunc(GL_LESS); + gl->DepthFunc(GL_LEQUAL); //const f32 s = pos[3]; mat4 view; // view -- cgit v1.3