diff options
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/sceneRenderer.cpp | 4 | ||||
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 10 |
2 files changed, 7 insertions, 7 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp index 4ae4297..4c96902 100644 --- a/gfx/gl/sceneRenderer.cpp +++ b/gfx/gl/sceneRenderer.cpp @@ -24,8 +24,8 @@ SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) : const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats, const GLenum format, const GLenum attachment) { glBindTexture(GL_TEXTURE_2D, data); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); for (const auto iformat : iformats) { glTexImage2D(GL_TEXTURE_2D, 0, iformat, size.x, size.y, 0, format, GL_BYTE, nullptr); diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index ae374fe..ab4ac50 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -21,12 +21,12 @@ ShadowMapper::ShadowMapper(const TextureAbsCoord & s) : { glBindTexture(GL_TEXTURE_2D, depthMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); static constexpr RGBA border {std::numeric_limits<RGBA::value_type>::infinity()}; - glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border)); + glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); |