Let's use RTP_depth for now, with the shadow system, until the bugs with RTP_depth_stencil on Windows are resolved.

This commit is contained in:
rdb 2009-12-22 15:47:54 +00:00
parent d1dd45c29d
commit 2c777c23d6

View File

@ -2593,10 +2593,10 @@ make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
// Create a texture and fill it in with some data to workaround an OpenGL error
PT(Texture) tex = new Texture(light->get_name());
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_component);
tex->make_ram_image();
sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
GraphicsOutput::RTP_depth_stencil);
GraphicsOutput::RTP_depth);
// Set the wrap mode to BORDER_COLOR
tex->set_wrap_u(Texture::WM_border_color);
tex->set_wrap_v(Texture::WM_border_color);