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Fixed Shadow filtering
Using MATERIAL_RT_DEPTH_ONLY disables hardware filtering, which causes shadows to be pixelated, even with pcf. changing it back to MATERIAL_RT_DEPTH_NONE re-enables hardware filtering, while still working as a depth texture.
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@ -1494,7 +1494,8 @@ void CClientShadowMgr::InitDepthTextureShadows()
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#else
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#else
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#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
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#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
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// SAUL: we want to create a *DEPTH TEXTURE* of specific size, so use RT_SIZE_NO_CHANGE and MATERIAL_RT_DEPTH_ONLY
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// SAUL: we want to create a *DEPTH TEXTURE* of specific size, so use RT_SIZE_NO_CHANGE and MATERIAL_RT_DEPTH_ONLY
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depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, dstFormat, MATERIAL_RT_DEPTH_ONLY, false, strRTName );
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// However, MATERIAL_RT_DEPTH_ONLY forces point filtering to be enabled which negatively affect PCF, so the standard MATERIAL_RT_DEPTH_NONE works better.
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depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
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#else
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#else
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depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
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depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
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#endif
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#endif
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