Improve performance.
GLES is less flexible about texture/image formats, and will not convert
representations if it can avoid it. RGBA is faster on BRUNO than RGB,
so specify that.
diff --git a/src/libprojectM/Renderer/FBO.cpp b/src/libprojectM/Renderer/FBO.cpp
index 5506e9c..2bc1dd3 100644
--- a/src/libprojectM/Renderer/FBO.cpp
+++ b/src/libprojectM/Renderer/FBO.cpp
@@ -75,7 +75,7 @@
glGenTextures(1, &this->textureID[2]);
glBindTexture(GL_TEXTURE_2D, this->textureID[2]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
@@ -122,7 +122,7 @@
glGenTextures(1, &other_tex);
glBindTexture(GL_TEXTURE_2D,other_tex);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glGenerateMipmapEXT(GL_TEXTURE_2D);
@@ -134,7 +134,7 @@
glGenTextures(1, &rgba_tex);
glBindTexture(GL_TEXTURE_2D, rgba_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texsize, texsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glGenerateMipmapEXT(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
@@ -180,7 +180,7 @@
glTexImage2D(GL_TEXTURE_2D,
0,
- GL_RGB,
+ GL_RGBA,
this->texsize, this->texsize,
0,
GL_RGBA,
@@ -221,7 +221,7 @@
glTexImage2D(GL_TEXTURE_2D,
0,
- GL_RGB,
+ GL_RGBA,
this->texsize, this->texsize,
0,
GL_RGBA,
diff --git a/src/libprojectM/Renderer/ShaderEngine.cpp b/src/libprojectM/Renderer/ShaderEngine.cpp
index 842dea9..054a170 100644
--- a/src/libprojectM/Renderer/ShaderEngine.cpp
+++ b/src/libprojectM/Renderer/ShaderEngine.cpp
@@ -36,7 +36,7 @@
glGenTextures(1, &blur1_tex);
glBindTexture(GL_TEXTURE_2D, blur1_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize/2, texsize/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texsize/2, texsize/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -44,7 +44,7 @@
glGenTextures(1, &blur2_tex);
glBindTexture(GL_TEXTURE_2D, blur2_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 4, texsize / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texsize / 4, texsize / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@@ -52,7 +52,7 @@
glGenTextures(1, &blur3_tex);
glBindTexture(GL_TEXTURE_2D, blur3_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 8, texsize / 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texsize / 8, texsize / 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);