Showing the changes to libraries/render-utils/src/FramebufferCache.cpp (1 of 2 files). Show all
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| @@ -89,9 +89,10 @@ void FramebufferCache::createPrimaryFramebuffer() { · 88 unmodified lines | ||
| 89 | 89 | |
| 90 | 90 | auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); |
| 91 | 91 | |
| 92 | + // FIXME: Decide on the proper one, let s stick to R11G11B10 for now | |
| 92 | 93 | //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler)); |
| 93 | − //lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler)); | |
| 94 | − _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, smoothSampler)); | |
| 94 | + _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler)); | |
| 95 | + //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler)); | |
| 95 | 96 | _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 96 | 97 | _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); |
| 97 | 98 | _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); |