src/bloom.cpp
static void bloomResize(uvec2 size)
{
	ASSERT(size.x > 0);
	ASSERT(size.y > 0);
	if (size.x == currentSize.x && size.y == currentSize.y) return;
	currentSize.x = size.x;
	currentSize.y = size.y;

	for (size_t i = 0; i < BloomPasses; i += 1) {
		uvec2 layerSize = {
			size.x >> (i + 1),
			size.y >> (i + 1)
		};
		bloomFbColor[i].resize(layerSize);
	}
}
/**
 * Ensure that AA framebuffers are the correct size in relation to the screen.
 * This can be run every frame with the current size of the screen.
 * @param size Current screen size
 */
Ensure that AA framebuffers are the correct size in relation to the screen.
This can be run every frame with the current size of the screen.
@param size Current screen size
Ensure that AA framebuffers are the correct size in relation to the screen . This can be run every frame with the current size of the screen . @param size Current screen size
static void bloomResize(uvec2 size)
{
	ASSERT(size.x > 0);
	ASSERT(size.y > 0);
	if (size.x == currentSize.x && size.y == currentSize.y) return;
	currentSize.x = size.x;
	currentSize.y = size.y;
	for (size_t i = 0; i < BloomPasses; i += 1) {
		uvec2 layerSize = {
			size.x >> (i + 1),
			size.y >> (i + 1)
		};
		bloomFbColor[i].resize(layerSize);
	}
}
static void bloomResize ( uvec2 size ) { ASSERT ( size . x > 0 ) ; ASSERT ( size . y > 0 ) ; if ( size . x == currentSize . x && size . y == currentSize . y ) return ; currentSize . x = size . x ; currentSize . y = size . y ; for ( size_t i = 0 ; i < BloomPasses ; i += 1 ) { uvec2 layerSize = { size . x >> ( i + 1 ) , size . y >> ( i + 1 ) } ; bloomFbColor [ i ] . resize ( layerSize ) ; } }
Ensure that AA framebuffers are the correct size in relation to the screen.
Ensure that AA framebuffers are the correct size in relation to the screen .