use DEPTH24_STENCIL8 as depth attachment for render target.
I'm not sure this is even used; the backend always allocate its own internal depth/stencil buffer. There may be a final blit from the internal buffer to the render target buffer, but I haven't actually confirmed this yet
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@@ -255,9 +255,9 @@ class FFIFilamentApp extends FilamentApp<Pointer> {
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_onDestroy.clear();
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_onDestroy.clear();
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}
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}
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/// If [asset] is actually an instance (i.e. was created via createInstance),
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/// If [asset] is actually an instance (i.e. was created via createInstance),
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/// its resources may not actually be destroyed until the parent asset is
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/// its resources may not actually be destroyed until the parent asset is
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/// destroyed. It may be marked as unused, and recycled the next time
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/// destroyed. It may be marked as unused, and recycled the next time
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/// createInstance is called.
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/// createInstance is called.
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///
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///
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///
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///
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@@ -295,9 +295,10 @@ class FFIFilamentApp extends FilamentApp<Pointer> {
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depth = await createTexture(width, height,
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depth = await createTexture(width, height,
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flags: {
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flags: {
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TextureUsage.TEXTURE_USAGE_SAMPLEABLE,
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TextureUsage.TEXTURE_USAGE_SAMPLEABLE,
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TextureUsage.TEXTURE_USAGE_DEPTH_ATTACHMENT
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TextureUsage.TEXTURE_USAGE_DEPTH_ATTACHMENT,
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TextureUsage.TEXTURE_USAGE_BLIT_SRC,
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},
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},
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textureFormat: TextureFormat.DEPTH32F) as FFITexture;
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textureFormat: TextureFormat.DEPTH24_STENCIL8) as FFITexture;
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}
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}
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final renderTarget = await withPointerCallback<TRenderTarget>((cb) {
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final renderTarget = await withPointerCallback<TRenderTarget>((cb) {
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RenderTarget_createRenderThread(
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RenderTarget_createRenderThread(
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