Use render-to-texture for texPreviousFrame (makes it 32bit instead of 8bit colors)#173
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cupe wants to merge 5 commits intoGargaj:masterfrom
Open
Use render-to-texture for texPreviousFrame (makes it 32bit instead of 8bit colors)#173cupe wants to merge 5 commits intoGargaj:masterfrom
cupe wants to merge 5 commits intoGargaj:masterfrom
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…k buffer to allow better feedback effects/ no functional change for the user except fp32 RGBA in texPreviousFrame (was 8bit before)
cupe
commented
Mar 4, 2023
| bool ReloadShader( const char * szShaderCode, int nShaderCodeSize, char * szErrorBuffer, int nErrorBufferSize ); | ||
| void SetShaderConstant( const char * szConstName, float x ); | ||
| void SetShaderConstant( const char * szConstName, float x, float y ); | ||
| void SetShaderConstant( const char * szConstName, unsigned int num, float* data ); |
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(oops, this function was added for a different change. will come with another PR)
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argh, I forgot that other backends exist. I don't know shit about DX unfortunately. |
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use render-to-texture instead of pixel readback, use 32bit texture as back buffer. no functional change for the user except fp32 RGBA in texPreviousFrame (was 8bit before). to allow better feedback effects (like fading colors more gracefully, and also shenanigans like particle systems stored in pixel colors)