Use proper depth buffer format for rgba shadows
(cherry picked from commit 123dd390e4
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@ -3995,7 +3995,7 @@ void RasterizerSceneGLES2::initialize() {
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//maximum compatibility, renderbuffer and RGBA shadow
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glGenRenderbuffers(1, &directional_shadow.depth);
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glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size);
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glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, directional_shadow.size, directional_shadow.size);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth);
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glGenTextures(1, &directional_shadow.color);
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