Fix SSAO render pass
Fixes 3 issues in the SSAO shader:
- Use texture formats (RGBA16F) required to be color-renderable in the OpenGL specification (see
Req. Rend.
column in the table below) instead of RGB16F - Remove depth texture after
RenderDelegate
because it is read in theRenderSSAO
pass, which can cause problems in some OpenGL implementations - Fix implicit conversions from
ivec2
tovec2
in the GLSL code
Edited by Michael Migliore
Merge request reports
Activity
@mwestphal please review
@timothee.chabat please review
- Resolved by Michael Migliore
might be out of scope of this MR but would it make sense to store the SSAO texture and the Deph texture in respectively the alpha channel of the Position and Normal Texture ? We're wasting some GPU space
- Resolved by Michael Migliore
please put your MR descr in the commit message
+2 pending CI and comments
Edited by Timothee Chabatadded 14 commits
-
9ebbe240...0377d68a - 13 commits from branch
vtk:master
- 3b821ecc - Fix SSAO render pass
-
9ebbe240...0377d68a - 13 commits from branch
mentioned in commit b4d1fcd6
mentioned in commit spiros.tsalikis/paraview@f8a75dce
mentioned in commit mwestphal/paraview@a4ddac67
mentioned in merge request paraview/paraview!6161 (merged)
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