Allow to reduce shadow resolution
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@@ -245,12 +245,12 @@ RTT::RTT(size_t width, size_t height)
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if (CVS->isShadowEnabled())
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{
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R32F, GL_RED, GL_FLOAT, 10);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 1);
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, 4, GL_R32F, GL_RED, GL_FLOAT, 10);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 1);
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somevector.clear();
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somevector.push_back(shadowColorTex);
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m_shadow_FBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024, true);
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m_shadow_FBO = new FrameBuffer(somevector, shadowDepthTex, UserConfigParams::m_shadows_resolution, UserConfigParams::m_shadows_resolution, true);
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}
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if (CVS->isGlobalIlluminationEnabled())
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