renderer/OpenGL: revert change to compressed texture format
This was applied to the wrong thing by accident, making the custom shader ping-pong textures compressed, which breaks custom shaders because compressed texture formats are not color renderable. Additionally, I've not switched the compressed format to the correct texture options, because I tried that and it turns out that the default compression applied by drivers can't be trusted to be good quality and generally speaking looks terrible. In the future we can explore doing the compression ourselves CPU-side with something like b7enc_rdo.pull/7697/head
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fa47db5363
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810ab6a844
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@ -395,7 +395,7 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options {
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_ = self;
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return .{
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.format = .rgba,
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.internal_format = .srgba_compressed,
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.internal_format = .srgba,
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.target = .@"2D",
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};
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}
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