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