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Backport shadow-depth-bits config var to 1.9
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@ -17,6 +17,7 @@ This issue fixes several bugs that were still found in 1.9.2.
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* Improve performance of texture load and store operations
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* Fix crashes with pbuffers on Intel cards on Windows
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* Support for Autodesk Maya 2016.5
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* Add shadow-depth-bits config var to control shadow map depth
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------------------------ RELEASE 1.9.2 ------------------------
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@ -445,6 +445,12 @@ ConfigVariableDouble pixel_zoom
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("pixel-zoom", 1.0,
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PRC_DESC("The default pixel_zoom factor for new windows."));
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ConfigVariableInt shadow_depth_bits
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("shadow-depth-bits", 1,
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PRC_DESC("The minimum number of depth buffer bits requested when rendering "
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"shadow maps. Set this to 32 for more depth resolution in shadow "
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"maps."));
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ConfigVariableColor background_color
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("background-color", "0.41 0.41 0.41 0.0",
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PRC_DESC("Specifies the rgb(a) value of the default background color for a "
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@ -102,6 +102,7 @@ extern EXPCL_PANDA_DISPLAY ConfigVariableInt stencil_bits;
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extern EXPCL_PANDA_DISPLAY ConfigVariableInt accum_bits;
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extern EXPCL_PANDA_DISPLAY ConfigVariableInt multisamples;
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extern EXPCL_PANDA_DISPLAY ConfigVariableInt back_buffers;
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extern EXPCL_PANDA_DISPLAY ConfigVariableInt shadow_depth_bits;
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extern EXPCL_PANDA_DISPLAY ConfigVariableDouble pixel_zoom;
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@ -3176,13 +3176,17 @@ make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
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nassertr(light->_sbuffers.count(this) == 0, NULL);
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display_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
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<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
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<< ", sort=" << light->_sb_sort << "\n";
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if (display_cat.is_debug()) {
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display_cat.debug()
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<< "Constructing shadow buffer for light '" << light->get_name()
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<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
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<< ", sort=" << light->_sb_sort << "\n";
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}
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// Setup some flags and properties
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// Determine the properties for creating the depth buffer.
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FrameBufferProperties fbp;
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fbp.set_depth_bits(1); // We only need depth
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fbp.set_depth_bits(shadow_depth_bits);
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WindowProperties props = WindowProperties::size(light->_sb_xsize, light->_sb_ysize);
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int flags = GraphicsPipe::BF_refuse_window;
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if (is_point) {
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