Use proper depth buffer format for rgba shadows

(cherry picked from commit 123dd390e4)
This commit is contained in:
clayjohn 2020-04-20 11:58:59 -07:00 committed by Rémi Verschelde
parent 253fc093b8
commit 7fc2cba47d
1 changed files with 1 additions and 1 deletions

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@ -3995,7 +3995,7 @@ void RasterizerSceneGLES2::initialize() {
//maximum compatibility, renderbuffer and RGBA shadow //maximum compatibility, renderbuffer and RGBA shadow
glGenRenderbuffers(1, &directional_shadow.depth); glGenRenderbuffers(1, &directional_shadow.depth);
glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth); glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size); glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, directional_shadow.size, directional_shadow.size);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth);
glGenTextures(1, &directional_shadow.color); glGenTextures(1, &directional_shadow.color);