Пример #1
0
void CGrassDrawer::CreateFarTex()
{
	//TODO create normalmap, too?
	const int sizeMod = 2;
	const int billboardSize = 256;
	const int numAngles = 16;
	const int texSizeX = billboardSize * numAngles;
	const int texSizeY = billboardSize;

	if (farTex == 0) {
		glGenTextures(1, &farTex);
		glBindTexture(GL_TEXTURE_2D, farTex);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glSpringTexStorage2D(GL_TEXTURE_2D, -1, GL_RGBA8, texSizeX, texSizeY);
	}

	FBO fboTex;
	fboTex.Bind();
	fboTex.AttachTexture(farTex);
	fboTex.CheckStatus("GRASSDRAWER1");

	FBO fbo;
	fbo.Bind();
	fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT, GL_DEPTH_COMPONENT16, texSizeX * sizeMod, texSizeY * sizeMod);
	fbo.CreateRenderBuffer(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA8, texSizeX * sizeMod, texSizeY * sizeMod);
	fbo.CheckStatus("GRASSDRAWER2");

	if (!fboTex.IsValid() || !fbo.IsValid()) {
		grassOff = true;
		return;
	}

	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();

	glDisable(GL_FOG);
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glBindTexture(GL_TEXTURE_2D, grassBladeTex);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_CLIP_PLANE0);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glColor4f(1,1,1,1);

	glViewport(0,0,texSizeX*sizeMod, texSizeY*sizeMod);
	glClearColor(mapInfo->grass.color.r,mapInfo->grass.color.g,mapInfo->grass.color.b,0.f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(0.f,0.f,0.f,0.f);

	static const GLdouble eq[4] = {0.f, 1.f, 0.f, 0.f};

	// render turf from different vertical angles
	for (int a=0;a<numAngles;++a) {
		glViewport(a*billboardSize*sizeMod, 0, billboardSize*sizeMod, billboardSize*sizeMod);
		glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
			glRotatef(a*90.f/(numAngles-1),1,0,0);
			//glTranslatef(0,-0.5f,0);
		glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			glOrtho(-partTurfSize, partTurfSize, partTurfSize, -partTurfSize, -turfSize, turfSize);

		// has to be applied after the matrix transformations,
		// cause it uses those an `compiles` them into the clip plane
		glClipPlane(GL_CLIP_PLANE0, &eq[0]);

		glCallList(grassDL);
	}

	glDisable(GL_CLIP_PLANE0);

	// scale down the rendered fartextures (MSAA) and write to the final texture
	glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo.fboId);
	glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, fboTex.fboId);
	glBlitFramebufferEXT(0, 0, texSizeX*sizeMod, texSizeY*sizeMod,
		0, 0, texSizeX, texSizeY,
		GL_COLOR_BUFFER_BIT, GL_LINEAR);

	// compute mipmaps
	glBindTexture(GL_TEXTURE_2D, farTex);
	glGenerateMipmap(GL_TEXTURE_2D);

	// blur non-rendered areas, so in mipmaps color data isn't blurred with background color
	{
		const int mipLevels = std::ceil(std::log((float)(std::max(texSizeX, texSizeY) + 1)));

		glMatrixMode(GL_MODELVIEW);
			glLoadIdentity();
		glMatrixMode(GL_PROJECTION);
			glLoadIdentity();

		glEnable(GL_BLEND);
		glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA, GL_ZERO, GL_DST_ALPHA);

		// copy each mipmap to its predecessor background
		// -> fill background with blurred color data
		fboTex.Bind();
		for (int mipLevel = mipLevels - 2; mipLevel >= 0; --mipLevel) {
			fboTex.AttachTexture(farTex, GL_TEXTURE_2D, GL_COLOR_ATTACHMENT0_EXT, mipLevel);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, mipLevel + 1.f);
			glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, mipLevel + 1.f);
			glViewport(0, 0, texSizeX>>mipLevel, texSizeY>>mipLevel);

			CVertexArray* va = GetVertexArray();
			va->Initialize();
				va->AddVertexT(float3(-1.0f,  1.0f, 0.0f), 0.0f, 1.0f);
				va->AddVertexT(float3( 1.0f,  1.0f, 0.0f), 1.0f, 1.0f);
				va->AddVertexT(float3( 1.0f, -1.0f, 0.0f), 1.0f, 0.0f);
				va->AddVertexT(float3(-1.0f, -1.0f, 0.0f), 0.0f, 0.0f);
			va->DrawArrayT(GL_QUADS);
		}

		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		// recreate mipmaps from now blurred base level
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.f);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD,  1000.f);
		glGenerateMipmap(GL_TEXTURE_2D);
	}

	glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	FBO::Unbind();
	//glSaveTexture(farTex, "grassfar.png");
}
Пример #2
0
void CGlobalRendering::PostInit() {
	supportNPOTs = GLEW_ARB_texture_non_power_of_two;
	haveARB   = GLEW_ARB_vertex_program && GLEW_ARB_fragment_program;
	haveGLSL  = (glGetString(GL_SHADING_LANGUAGE_VERSION) != NULL);
	haveGLSL &= GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader;
	haveGLSL &= !!GLEW_VERSION_2_0; // we want OpenGL 2.0 core functions

	{
		const char* glVendor = (const char*) glGetString(GL_VENDOR);
		const char* glRenderer = (const char*) glGetString(GL_RENDERER);
		const std::string vendor = (glVendor != NULL)? StringToLower(std::string(glVendor)): "";
		const std::string renderer = (glRenderer != NULL)? StringToLower(std::string(glRenderer)): "";

		haveATI    = (vendor.find("ati ") != std::string::npos) || (vendor.find("amd ") != std::string::npos);
		haveMesa   = (renderer.find("mesa ") != std::string::npos);
		haveIntel  = (vendor.find("intel ") != std::string::npos);
		haveNvidia = (vendor.find("nvidia ") != std::string::npos);

		//FIXME Neither Intel's nor Mesa's GLSL implementation seem to be in a workable state atm (date: Nov. 2011)
		haveGLSL &= !haveIntel;
		haveGLSL &= !haveMesa;

		if (haveATI) {
			// x-series doesn't support NPOTs (but hd-series does)
			supportNPOTs = (renderer.find(" x") == std::string::npos && renderer.find(" 9") == std::string::npos);
		}
	}

	// use some ATI bugfixes?
	const int atiHacksCfg = configHandler->GetInt("AtiHacks");
	atiHacks = haveATI && (atiHacksCfg < 0); // runtime detect
	atiHacks |= (atiHacksCfg > 0); // user override

	// Runtime compress textures?
	if (GLEW_ARB_texture_compression) {
		// we don't even need to check it, 'cos groundtextures must have that extension
		// default to off because it reduces quality (smallest mipmap level is bigger)
		compressTextures = configHandler->GetBool("CompressTextures");
	}

	// maximum 2D texture size
	{
		glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
	}

	// detect if GL_DEPTH_COMPONENT24 is supported (many ATIs don't do so)
	{
		// ATI seems to support GL_DEPTH_COMPONENT24 for static textures, but you can't render to them
		/*
		GLint state = 0;
		glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 16, 16, 0, GL_LUMINANCE, GL_FLOAT, NULL);
		glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &state);
		support24bitDepthBuffers = (state > 0);
		*/

		support24bitDepthBuffers = false;
		if (FBO::IsSupported() && !atiHacks) {
			const int fboSizeX = 16, fboSizeY = 16;

			FBO fbo;
			fbo.Bind();
			fbo.CreateRenderBuffer(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA8, fboSizeX, fboSizeY);
			fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT,  GL_DEPTH_COMPONENT24, fboSizeX, fboSizeY);
			const GLenum status = fbo.GetStatus();
			fbo.Unbind();

			support24bitDepthBuffers = (status == GL_FRAMEBUFFER_COMPLETE_EXT);
		}
	}

	// print info
	LOG(
		"GL info:\n"
		"\thaveARB: %i, haveGLSL: %i, ATI hacks: %i\n"
		"\tFBO support: %i, NPOT-texture support: %i, 24bit Z-buffer support: %i\n"
		"\tmaximum texture size: %i, compress MIP-map textures: %i",
		haveARB, haveGLSL, atiHacks,
		FBO::IsSupported(), supportNPOTs, support24bitDepthBuffers,
		maxTextureSize, compressTextures
	);
}
Пример #3
0
void CGlobalRendering::PostInit() {
	supportNPOTs = GLEW_ARB_texture_non_power_of_two;
	haveARB   = GLEW_ARB_vertex_program && GLEW_ARB_fragment_program;
	haveGLSL  = (glGetString(GL_SHADING_LANGUAGE_VERSION) != NULL);
	haveGLSL &= GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader;
	haveGLSL &= !!GLEW_VERSION_2_0; // we want OpenGL 2.0 core functions

	{
		const char* glVendor = (const char*) glGetString(GL_VENDOR);
		const char* glRenderer = (const char*) glGetString(GL_RENDERER);
		const std::string vendor = (glVendor != NULL)? StringToLower(std::string(glVendor)): "";
		const std::string renderer = (glRenderer != NULL)? StringToLower(std::string(glRenderer)): "";

		haveATI    = (vendor.find("ati ") != std::string::npos) || (vendor.find("amd ") != std::string::npos);
		haveMesa   = (renderer.find("mesa ") != std::string::npos) || (renderer.find("gallium ") != std::string::npos);
		haveIntel  = (vendor.find("intel") != std::string::npos);
		haveNvidia = (vendor.find("nvidia ") != std::string::npos);

		//FIXME Neither Intel's nor Mesa's GLSL implementation seem to be in a workable state atm (date: Nov. 2011)
		haveGLSL &= !haveIntel;
		haveGLSL &= !haveMesa;
		//FIXME add an user config to force enable it!

		if (haveATI) {
			// x-series doesn't support NPOTs (but hd-series does)
			supportNPOTs = (renderer.find(" x") == std::string::npos && renderer.find(" 9") == std::string::npos);
		}
	}

	// use some ATI bugfixes?
	const int atiHacksCfg = configHandler->GetInt("AtiHacks");
	atiHacks = haveATI && (atiHacksCfg < 0); // runtime detect
	atiHacks |= (atiHacksCfg > 0); // user override

	// Runtime compress textures?
	if (GLEW_ARB_texture_compression) {
		// we don't even need to check it, 'cos groundtextures must have that extension
		// default to off because it reduces quality (smallest mipmap level is bigger)
		compressTextures = configHandler->GetBool("CompressTextures");
	}

#ifdef GLEW_NV_primitive_restart
	supportRestartPrimitive = !!(GLEW_NV_primitive_restart);
#endif

	// maximum 2D texture size
	{
		glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
	}

	// retrieve maximu smoothed PointSize
	float2 aliasedPointSizeRange, smoothPointSizeRange;
	glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, (GLfloat*)&aliasedPointSizeRange);
	glGetFloatv(GL_SMOOTH_POINT_SIZE_RANGE,  (GLfloat*)&smoothPointSizeRange);
	maxSmoothPointSize = std::min(aliasedPointSizeRange.y, smoothPointSizeRange.y);

	// some GLSL relevant information
	{
		glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &glslMaxUniformBufferBindings);
		glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,      &glslMaxUniformBufferSize);
		glGetIntegerv(GL_MAX_VARYING_FLOATS,          &glslMaxVaryings);
		glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,          &glslMaxAttributes);
		glGetIntegerv(GL_MAX_DRAW_BUFFERS,            &glslMaxDrawBuffers);
		glGetIntegerv(GL_MAX_ELEMENTS_INDICES,        &glslMaxRecommendedIndices);
		glGetIntegerv(GL_MAX_ELEMENTS_VERTICES,       &glslMaxRecommendedVertices);
		glslMaxVaryings /= 4; // GL_MAX_VARYING_FLOATS returns max individual floats, we want float4
	}

	// detect if GL_DEPTH_COMPONENT24 is supported (many ATIs don't do so)
	{
		// ATI seems to support GL_DEPTH_COMPONENT24 for static textures, but you can't render to them
		/*
		GLint state = 0;
		glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 16, 16, 0, GL_LUMINANCE, GL_FLOAT, NULL);
		glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &state);
		support24bitDepthBuffers = (state > 0);
		*/

		support24bitDepthBuffers = false;
		if (FBO::IsSupported() && !atiHacks) {
			const int fboSizeX = 16, fboSizeY = 16;

			FBO fbo;
			fbo.Bind();
			fbo.CreateRenderBuffer(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA8, fboSizeX, fboSizeY);
			fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT,  GL_DEPTH_COMPONENT24, fboSizeX, fboSizeY);
			const GLenum status = fbo.GetStatus();
			fbo.Unbind();

			support24bitDepthBuffers = (status == GL_FRAMEBUFFER_COMPLETE_EXT);
		}
	}

	// print info
	LOG(
		"GL info:\n"
		"\thaveARB: %i, haveGLSL: %i, ATI hacks: %i\n"
		"\tFBO support: %i, NPOT-texture support: %i, 24bit Z-buffer support: %i\n"
		"\tmaximum texture size: %i, compress MIP-map textures: %i\n"
		"\tmaximum SmoothPointSize: %0.0f, maximum vec4 varying/attributes: %i/%i\n"
		"\tmaximum drawbuffers: %i, maximum recommended indices/vertices: %i/%i\n"
		"\tnumber of UniformBufferBindings: %i (%ikB)",
		haveARB, haveGLSL, atiHacks,
		FBO::IsSupported(), supportNPOTs, support24bitDepthBuffers,
		maxTextureSize, compressTextures, maxSmoothPointSize,
		glslMaxVaryings, glslMaxAttributes, glslMaxDrawBuffers,
		glslMaxRecommendedIndices, glslMaxRecommendedVertices,
		glslMaxUniformBufferBindings, glslMaxUniformBufferSize / 1024
	);

	teamNanospray = configHandler->GetBool("TeamNanoSpray");
}
Пример #4
0
void CDecalsDrawerGL4::GenerateAtlasTexture()
{
	std::unordered_map<std::string, STex> textures;
	GetBuildingDecals(textures);
	GetGroundScars(textures);
	GetFallbacks(textures);

	CQuadtreeAtlasAlloc atlas;
	atlas.SetNonPowerOfTwo(globalRendering->supportNPOTs);
	atlas.SetMaxSize(globalRendering->maxTextureSize, globalRendering->maxTextureSize);
	for (auto it = textures.begin(); it != textures.end(); ++it) {
		if (it->second.id == 0)
			continue;

		const float maxSize = 1024; //512;
		int2 size = it->second.size;
		if (size.x > maxSize) {
			size.y = size.y * (maxSize / size.x);
			size.x = maxSize;
		}
		if (size.y > maxSize) {
			size.x = size.x * (maxSize / size.y);
			size.y = maxSize;
		}

		atlas.AddEntry(it->first, size);
	}
	/*bool success =*/ atlas.Allocate();



	glGenTextures(1, &atlasTex);
	glBindTexture(GL_TEXTURE_2D, atlasTex);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 4.0f);
	glSpringTexStorage2D(GL_TEXTURE_2D, atlas.GetMaxMipMaps(), GL_RGBA8, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);

	FBO fb;
	if (!fb.IsValid()) {
		LOG_L(L_ERROR, "[%s] framebuffer not valid", __FUNCTION__);
		return;
	}
	fb.Bind();
	fb.AttachTexture(atlasTex);
	if (!fb.CheckStatus(LOG_SECTION_DECALS_GL4)) {
		LOG_L(L_ERROR, "[%s] Couldn't render to FBO!", __FUNCTION__);
		return;
	}

	glViewport(0, 0, atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);
	glSpringMatrix2dProj(atlas.GetAtlasSize().x, atlas.GetAtlasSize().y);

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // transparent black
	glClear(GL_COLOR_BUFFER_BIT);

	glActiveTexture(GL_TEXTURE0);
	glEnable(GL_TEXTURE_2D);

	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ZERO);
	glDisable(GL_DEPTH_TEST);

	CVertexArray va;
	for (auto& p: textures) {
		if (p.second.id == 0)
			continue;

		const float4 texCoords = atlas.GetTexCoords(p.first);
		const float4 absCoords = atlas.GetEntry(p.first);
		atlasTexs[p.first] = SAtlasTex(texCoords);

		glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
		glBindTexture(GL_TEXTURE_2D, p.second.id);

		va.Initialize();
		va.AddVertex2dT(absCoords.x,   absCoords.y, 0.0f, 0.0f);
		va.AddVertex2dT(absCoords.z+1, absCoords.y, 1.0f, 0.0f); //FIXME why +1?
		va.AddVertex2dT(absCoords.x,   absCoords.w+1, 0.0f, 1.0f);
		va.AddVertex2dT(absCoords.z+1, absCoords.w+1, 1.0f, 1.0f); //FIXME why +1?
		va.DrawArray2dT(GL_TRIANGLE_STRIP);

		glDeleteTextures(1, &p.second.id);
	}

	fb.Unbind();
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glBindTexture(GL_TEXTURE_2D, atlasTex);
	glGenerateMipmap(GL_TEXTURE_2D);

#ifdef DEBUG_SAVE_ATLAS
	glSaveTexture(atlasTex, "x_decal_atlas.png");
#endif
}
Пример #5
0
void CGrassDrawer::CreateFarTex()
{
	int sizeMod=2;

	glGenTextures(1, &farTex);
	glBindTexture(GL_TEXTURE_2D, farTex);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glSpringTexStorage2D(GL_TEXTURE_2D, -1, GL_RGBA8, 1024, 64);

	FBO fboTex;
	fboTex.Bind();
	fboTex.AttachTexture(farTex);
	fboTex.CheckStatus("GRASSDRAWER1");

	FBO fbo;
	fbo.Bind();
	fbo.CreateRenderBuffer(GL_DEPTH_ATTACHMENT_EXT, GL_DEPTH_COMPONENT16, 1024 * sizeMod, 64 * sizeMod);
	fbo.CreateRenderBuffer(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA8, 1024 * sizeMod, 64 * sizeMod);
	fbo.CheckStatus("GRASSDRAWER2");

	if (!fboTex.IsValid() || !fbo.IsValid()) {
		grassOff = true;
		return;
	}

	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();

	glDisable(GL_FOG);
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glBindTexture(GL_TEXTURE_2D, grassBladeTex);
	glEnable(GL_TEXTURE_2D);
	glColor4f(1,1,1,1);

	glViewport(0,0,1024*sizeMod, 64*sizeMod);
	glClearColor(0.75f,0.9f,0.75f,0.f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(0.f,0.f,0.f,0.f);

	// render turf from different vertical angles
	for (int a=0;a<16;++a) {
		glViewport(a*64*sizeMod, 0, 64*sizeMod, 64*sizeMod);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glRotatef((a-1)*90/15.0f,1,0,0);
		glTranslatef(0,-0.5f,0);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glOrtho(-partTurfSize, partTurfSize, -partTurfSize, partTurfSize, -turfSize, turfSize);

		glCallList(grassDL);
	}

	glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	// scale down the rendered fartextures (MSAA) and write to the final texture
	glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo.fboId);
	glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, fboTex.fboId);
	glBlitFramebufferEXT(0, 0, 1024*sizeMod, 64*sizeMod,
		0, 0, 1024, 64,
		GL_COLOR_BUFFER_BIT, GL_LINEAR);

	fbo.Unbind();

	// compute mipmaps
	glBindTexture(GL_TEXTURE_2D, farTex);
	glGenerateMipmap(GL_TEXTURE_2D);
}