DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
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@@ -70,7 +70,7 @@ static void eevee_engine_init(void *ved)
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stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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/* Main Buffer */
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DRW_texture_ensure_fullscreen_2D(&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
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DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
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GPU_framebuffer_ensure_config(&fbl->main_fb, {
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GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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