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opengl 3.3 renderer cascaded shadow maps, minor gfx renderer optimizations
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@@ -36,7 +36,7 @@ struct opengl_texture {
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void
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release();
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void
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alloc_rendertarget( GLint format, GLint components, int width, int height, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE );
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alloc_rendertarget( GLint format, GLint components, int width, int height, int layers = 1, int samples = 1, GLint wrap = GL_CLAMP_TO_EDGE );
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void
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set_components_hint( GLint hint );
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static void
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@@ -78,6 +78,7 @@ private:
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// members
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bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data
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int samples = 1;
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int layers = 1;
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std::vector<unsigned char> data; // texture data (stored GL-style, bottom-left origin)
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resource_state data_state{ resource_state::none }; // current state of texture data
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int data_width{ 0 },
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