} else {
GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
+ gamma_conversion->add_self_to_effect_chain(&effects);
}
current_gamma_curve = GAMMA_LINEAR;
}
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
colorspace_conversion->set_int("source_space", current_color_space);
colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- effects.push_back(colorspace_conversion);
+ colorspace_conversion->add_self_to_effect_chain(&effects);
current_color_space = COLORSPACE_sRGB;
}
normalize_to_srgb();
}
- effects.push_back(effect);
+ effect->add_self_to_effect_chain(&effects);
return effect;
}
glGenTextures(num_textures, temp_textures);
unsigned char *empty = new unsigned char[width * height * 4];
+ memset(empty, 0, width * height * 4);
for (unsigned i = 0; i < num_textures; ++i) {
glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
check_error();
void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
memset(mapped_pbo, 0, width * height * bytes_per_pixel);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+ check_error();
glGenTextures(1, &source_image_num);
check_error();
for (unsigned phase = 0; phase < phases.size(); ++phase) {
// Set up inputs and outputs for this phase.
+ glActiveTexture(GL_TEXTURE0);
if (phase == 0) {
// First phase reads from the input texture (which is already bound).
} else {
GL_TEXTURE_2D,
temp_textures[phase % 2],
0);
+ check_error();
}
// We have baked an upside-down transform into the quad coordinates,