Merge pull request #60 from RoyaleNoir/shadow-fix

Fix hardware shadow filtering
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Blixibon 2020-11-22 16:28:26 -06:00 committed by GitHub
commit 3b5b3a9ccb
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@ -1494,7 +1494,8 @@ void CClientShadowMgr::InitDepthTextureShadows()
#else #else
#if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES) #if defined(MAPBASE) //&& !defined(ASW_PROJECTED_TEXTURES)
// SAUL: we want to create a *DEPTH TEXTURE* of specific size, so use RT_SIZE_NO_CHANGE and MATERIAL_RT_DEPTH_ONLY // SAUL: we want to create a *DEPTH TEXTURE* of specific size, so use RT_SIZE_NO_CHANGE and MATERIAL_RT_DEPTH_ONLY
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, dstFormat, MATERIAL_RT_DEPTH_ONLY, false, strRTName ); // However, MATERIAL_RT_DEPTH_ONLY forces point filtering to be enabled which negatively affect PCF, so the standard MATERIAL_RT_DEPTH_NONE works better.
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_NO_CHANGE, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
#else #else
depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName ); depthTex.InitRenderTarget( m_nDepthTextureResolution, m_nDepthTextureResolution, RT_SIZE_OFFSCREEN, dstFormat, MATERIAL_RT_DEPTH_NONE, false, strRTName );
#endif #endif