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FIx the problem with cauterizedClusterMatrices in the case rear view mirror is used. Clean the way to define the depth stencil format for texture

samcake committed 11 years ago

Commit 0a351a81 parent 6c75daa5 files · +32 −22Browse files

Showing the changes to libraries/render-utils/src/FramebufferCache.cpp (1 of 5 files). Show all

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libraries/render-utils/src/FramebufferCache.cpp+1−1
@@ -71,7 +71,7 @@ void FramebufferCache::createPrimaryFramebuffer() { · 70 unmodified lines
7171 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
7272 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
7373
74− auto stencilFormat = gpu::Element(gpu::VEC2, gpu::UINT32, gpu::DEPTH_STENCIL);
74+ auto stencilFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
7575 _primaryStencilTexture = gpu::TexturePointer(gpu::Texture::create2D(stencilFormat, width, height, defaultSampler));
7676
7777 _primaryFramebufferFull->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);

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