changed texture formats to float
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@@ -61,8 +61,12 @@ void FramebufferObject::Create(QOpenGLContext *ctx, int width, int height)
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ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture_);
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// allocate storage for texture
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ctx->functions()->glTexImage2D(
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/*ctx->functions()->glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr
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);*/
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ctx->functions()->glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr
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);
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// set texture filtering to bilinear
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+2
-2
@@ -572,10 +572,10 @@ bool Clip::Retrieve()
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// composition
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texture->setSize(cacher.media_width(), cacher.media_height());
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texture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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texture->setFormat(QOpenGLTexture::RGBA32F);
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texture->setMipLevels(texture->maximumMipLevels());
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texture->setMinMagFilters(QOpenGLTexture::Linear, QOpenGLTexture::Linear);
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texture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::UInt8);
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texture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::Float32);
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}
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QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
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