hardwareshader+cameratexture

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ZZYZX
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hardwareshader+cameratexture

Post by ZZYZX » Thu Nov 26, 2015 6:21

hi graf

is there any reason for GZDoom to do this separate handling for canvas and non-canvas textures?
I tried to quickly browse the code but from what I can tell cameratexture is simple GL_TEXTURE_2D that's not much different from any other "real" texture... and thus there's no point to disallow shaders here IMO.

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Re: hardwareshader+cameratexture

Post by ZZYZX » Fri Oct 21, 2016 20:55

bump. This is important for fullscreen effects. hello.
Using shaders on cameratextures would also enable having cameratextures of non-square shape. This is very useful as well.

So any reason this special handling is employed in GZDoom? (and could you remove this special handling?)
(I'd gladly make a pull request, but I can't compile GZDoom and thus can't test)

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Graf Zahl
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Re: hardwareshader+cameratexture

Post by Graf Zahl » Fri Oct 21, 2016 21:10

I can't remember why that is there, but there must have been some reason.

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