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author | clayjohn <claynjohn@gmail.com> | 2020-04-20 11:58:59 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2020-04-20 11:58:59 -0700 |
commit | 123dd390e45de2e1bdfad4cdbf95b1642cb195d1 (patch) | |
tree | aa9fb2bb14f2f340600fbf775a574c5766e6421f /drivers | |
parent | d817be92c2d9edce842ab37ab13117743f8a3bee (diff) |
Use proper depth buffer format for rgba shadows
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 2ba2147de9..bdf0559f58 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -4045,7 +4045,7 @@ void RasterizerSceneGLES2::initialize() { //maximum compatibility, renderbuffer and RGBA shadow glGenRenderbuffers(1, &directional_shadow.depth); glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth); - glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size); + glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, directional_shadow.size, directional_shadow.size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth); glGenTextures(1, &directional_shadow.color); |