Revert "Reduce size of some rtt"

This reverts commit e08bf299be46289af3d51b167257da52cb2c3199.
This commit is contained in:
vlj 2014-09-22 15:30:45 +02:00
parent 160ed179c3
commit b376dcd6fe

View File

@ -226,7 +226,7 @@ RTT::RTT(size_t width, size_t height)
if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround()) if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
{ {
shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R8, GL_RED, GL_UNSIGNED_BYTE); shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R8, GL_RED, GL_UNSIGNED_BYTE);
shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
somevector.clear(); somevector.clear();
somevector.push_back(shadowColorTex); somevector.push_back(shadowColorTex);
@ -238,16 +238,16 @@ RTT::RTT(size_t width, size_t height)
//Todo : use "normal" shadowtex //Todo : use "normal" shadowtex
RSM_Color = generateRTT(shadowsize0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE); RSM_Color = generateRTT(shadowsize0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);
RSM_Normal = generateRTT(shadowsize0, GL_RGB16F, GL_RGB, GL_FLOAT); RSM_Normal = generateRTT(shadowsize0, GL_RGB16F, GL_RGB, GL_FLOAT);
RSM_Depth = generateRTT(shadowsize0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); RSM_Depth = generateRTT(shadowsize0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
somevector.clear(); somevector.clear();
somevector.push_back(RSM_Color); somevector.push_back(RSM_Color);
somevector.push_back(RSM_Normal); somevector.push_back(RSM_Normal);
m_RSM = new FrameBuffer(somevector, RSM_Depth, 1024, 1024, true); m_RSM = new FrameBuffer(somevector, RSM_Depth, 1024, 1024, true);
RH_Red = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGB10_A2, GL_RGBA, GL_FLOAT); RH_Red = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Green = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGB10_A2, GL_RGBA, GL_FLOAT); RH_Green = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
RH_Blue = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGB10_A2, GL_RGBA, GL_FLOAT); RH_Blue = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
somevector.clear(); somevector.clear();
somevector.push_back(RH_Red); somevector.push_back(RH_Red);