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Fix crash in D3D9 shadowmap examples.
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parent
7ca526aa4a
commit
0788b28641
2 changed files with 4 additions and 4 deletions
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@ -133,7 +133,7 @@ int _main_(int _argc, char** _argv)
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progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
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progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
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shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
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shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT | BGFX_TEXTURE_COMPARE_LEQUAL);
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bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
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bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
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shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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}
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@ -1942,7 +1942,7 @@ int _main_(int _argc, char** _argv)
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bgfx::TextureHandle fbtextures[] =
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bgfx::TextureHandle fbtextures[] =
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{
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{
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
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};
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};
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s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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}
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@ -3096,7 +3096,7 @@ int _main_(int _argc, char** _argv)
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bgfx::TextureHandle fbtextures[] =
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bgfx::TextureHandle fbtextures[] =
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{
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{
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
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};
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};
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s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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}
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@ -3111,7 +3111,7 @@ int _main_(int _argc, char** _argv)
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bgfx::TextureHandle fbtextures[] =
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bgfx::TextureHandle fbtextures[] =
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{
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{
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
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bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
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};
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};
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s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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}
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