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| author | Egor Yusov <egor.yusov@gmail.com> | 2018-02-12 06:07:27 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2018-02-12 06:07:27 +0000 |
| commit | 4effe027896a64d1db24c46aff96bb5e09b67c8d (patch) | |
| tree | 1d6621c96fd94799d6e1ccf9b8c19f5f5a233e4d /unityplugin/GhostCubePlugin/PluginSource | |
| parent | Removed unused Apple source from Unity emulator (diff) | |
| download | DiligentEngine-4effe027896a64d1db24c46aff96bb5e09b67c8d.tar.gz DiligentEngine-4effe027896a64d1db24c46aff96bb5e09b67c8d.zip | |
Enabled iOS build; unified target platform app generation in cmake
Diffstat (limited to 'unityplugin/GhostCubePlugin/PluginSource')
| -rw-r--r-- | unityplugin/GhostCubePlugin/PluginSource/src/RenderAPI_OpenGLCoreES.cpp | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/unityplugin/GhostCubePlugin/PluginSource/src/RenderAPI_OpenGLCoreES.cpp b/unityplugin/GhostCubePlugin/PluginSource/src/RenderAPI_OpenGLCoreES.cpp index b5e1a0c..4e9b345 100644 --- a/unityplugin/GhostCubePlugin/PluginSource/src/RenderAPI_OpenGLCoreES.cpp +++ b/unityplugin/GhostCubePlugin/PluginSource/src/RenderAPI_OpenGLCoreES.cpp @@ -77,6 +77,12 @@ void RenderAPI_OpenGLCoreES::CreateRenderTargetAndDepthBuffer() RenderTargetDesc.Usage = USAGE_DEFAULT; RenderTargetDesc.Name = "Unity render target"; RenderTargetDesc.MipLevels = 1; +#if PLATFORM_IOS + // Texture parameter queries are not supported in GLES3.0 + RenderTargetDesc.Width = 1024; + RenderTargetDesc.Height = 1024; + RenderTargetDesc.Format = TEX_FORMAT_RGBA8_UNORM_SRGB; +#endif pDeviceGL->CreateTextureFromGLHandle(m_GLRenderTargetHandle, RenderTargetDesc, &pRenderTarget); RefCntAutoPtr<ITexture> pDepthBuffer; @@ -86,6 +92,12 @@ void RenderAPI_OpenGLCoreES::CreateRenderTargetAndDepthBuffer() DepthBufferDesc.Usage = USAGE_DEFAULT; DepthBufferDesc.Name = "Unity depth buffer"; DepthBufferDesc.MipLevels = 1; +#if PLATFORM_IOS + // Texture parameter queries are not supported in GLES3.0 + DepthBufferDesc.Width = 1024; + DepthBufferDesc.Height = 1024; + DepthBufferDesc.Format = TEX_FORMAT_D32_FLOAT; +#endif pDeviceGL->CreateTextureFromGLHandle(m_GLDepthTextureHandle, DepthBufferDesc, &pDepthBuffer); CreateTextureViews(pRenderTarget, pDepthBuffer); |
