fix shadowmap crash on some Intel GPUs, see https://github.com/bulletphysics/bullet3/issues/4
remove targetdir from all libraries in premake, so it is much easier to create a separate folder for all binary+lib transmit the serialized btMultiBody data back from server to client, after the server loads a URDF file. This includes base+link+joint names tweak the serialization routines, so it is easier to skip pointers and to serialize directly to a shared memory buffer also tweak the serialization code to allow to process data without 'DNA' schema data (assuming file-DNA = memory DNA)
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@@ -1325,7 +1325,33 @@ void GLInstancingRenderer::renderSceneInternal(int renderMode)
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glBindTexture(GL_TEXTURE_2D,m_data->m_shadowTexture);
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//glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
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//glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
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#ifdef OLD_SHADOWMAP_INIT
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glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT16, shadowMapWidth, shadowMapHeight, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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#else//OLD_SHADOWMAP_INIT
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//Reduce size of shadowMap if glTexImage2D call fails as may happen in some cases
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//https://github.com/bulletphysics/bullet3/issues/40
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int size;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
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if (size < shadowMapWidth){
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shadowMapWidth = size;
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}
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if (size < shadowMapHeight){
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shadowMapHeight = size;
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}
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GLuint err;
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do {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16,
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shadowMapWidth, shadowMapHeight,
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0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
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err = glGetError();
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if (err!=GL_NO_ERROR){
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shadowMapHeight >>= 1;
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shadowMapWidth >>= 1;
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}
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} while (err != GL_NO_ERROR && shadowMapWidth > 0);
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#endif//OLD_SHADOWMAP_INIT
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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