summaryrefslogtreecommitdiff
path: root/drivers
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-04-20 23:47:24 +0200
committerGitHub <noreply@github.com>2020-04-20 23:47:24 +0200
commitb4855f5c835df3b458425ec433030d16236837d2 (patch)
tree65ccba9e59e379ce9d85f78572b6b01f1063e917 /drivers
parent4e4fcbd79352b96210929eab8f6cd1670af0462a (diff)
parent123dd390e45de2e1bdfad4cdbf95b1642cb195d1 (diff)
Merge pull request #38056 from clayjohn/GLES2-depth-buffer
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);