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authorclayjohn <claynjohn@gmail.com>2020-04-20 11:58:59 -0700
committerclayjohn <claynjohn@gmail.com>2020-04-20 11:58:59 -0700
commit123dd390e45de2e1bdfad4cdbf95b1642cb195d1 (patch)
treeaa9fb2bb14f2f340600fbf775a574c5766e6421f /drivers
parentd817be92c2d9edce842ab37ab13117743f8a3bee (diff)
Use proper depth buffer format for rgba shadows
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp2
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);