support GL_ARB_texture_float
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@@ -11,6 +11,7 @@ ActorFrameTexture::ActorFrameTexture()
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{
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m_bDepthBuffer = false;
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m_bAlphaBuffer = false;
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m_bFloat = false;
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m_bPreserveTexture = false;
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static uint64_t i = 0;
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++i;
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@@ -37,6 +38,7 @@ void ActorFrameTexture::Create()
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RenderTargetParam param;
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param.bWithDepthBuffer = m_bDepthBuffer;
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param.bWithAlpha = m_bAlphaBuffer;
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param.bFloat = m_bFloat;
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param.iWidth = (int) m_size.x;
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param.iHeight = (int) m_size.y;
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m_pRenderTarget = new RageTextureRenderTarget( id, param );
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@@ -67,6 +69,7 @@ public:
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static int Create( T* p, lua_State *L ) { p->Create(); return 0; }
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static int EnableDepthBuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); return 0; }
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static int EnableAlphaBuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); return 0; }
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static int EnableFloat( T* p, lua_State *L ) { p->EnableFloat(BArg(1)); return 0; }
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static int EnablePreserveTexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); return 0; }
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static int SetTextureName( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); return 0; }
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static int GetTexture( T* p, lua_State *L )
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@@ -83,6 +86,7 @@ public:
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ADD_METHOD( Create );
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ADD_METHOD( EnableDepthBuffer );
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ADD_METHOD( EnableAlphaBuffer );
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ADD_METHOD( EnableFloat );
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ADD_METHOD( EnablePreserveTexture );
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ADD_METHOD( SetTextureName );
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ADD_METHOD( GetTexture );
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