]> git.sesse.net Git - nageru/commitdiff
Use fp16 for the densification output texture; evidently does not matter for quality.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 6 Jul 2018 23:04:28 +0000 (01:04 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 6 Jul 2018 23:04:28 +0000 (01:04 +0200)
flow.cpp

index ca3ce39ff20cbf515877fe46c0d00c44b0cf1b92..dd22a58c902232ecb33c1934e1e91d24dd5f0a1d 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -524,8 +524,7 @@ int main(void)
                // Set up an output texture (initially zero).
                GLuint dense_flow_tex;
                glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex);
-               //glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
-               glTextureStorage2D(dense_flow_tex, 1, GL_RGBA32F, level_width, level_height);
+               glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
 
                // And draw.
                densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);