framebuffer *fb_main,
*fb_water_reflection,
*fb_water_beneath,
- *fb_workshop_preview;
+ *fb_workshop_preview,
+ *fb_network_status;
int ready;
}
gpipeline;
.attachment = GL_DEPTH_STENCIL_ATTACHMENT
}
}
+ },
+ {
+ "network_status_ui",
+ .link = &gpipeline.fb_network_status,
+ .resolution_div = 0,
+ .fixed_w = 128, .fixed_h = 48,
+ .attachments =
+ {
+ {
+ "colour", k_framebuffer_attachment_type_texture,
+ .internalformat = GL_RGB,
+ .format = GL_RGB,
+ .type = GL_UNSIGNED_BYTE,
+ .attachment = GL_COLOR_ATTACHMENT0
+ }
+ }
}
};
0.00f,ih, 1.00f,ih, 1.00f,ih+rh,
};
- vg_console_reg_cmd( "fb", render_framebuffer_control,
- render_framebuffer_poll );
glGenVertexArrays( 1, &gpipeline.fsquad.vao );
glGenBuffers( 1, &gpipeline.fsquad.vbo );
glBindVertexArray( gpipeline.fsquad.vao );
vg_console_reg_var( "blur_effect", &k_blur_effect,
k_var_dtype_i32, VG_VAR_PERSISTENT );
+ vg_console_reg_cmd( "fb", render_framebuffer_control,
+ render_framebuffer_poll );
shader_blit_register();
shader_blitblur_register();