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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:02:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commiteb7188802daf5909351d8a3c01b68303b655c1bc (patch)
tree137c2c43be509c07efa96ba49c63b5632974cceb /source/blender/draw/engines/eevee/eevee_mist.c
parent41431eacfa1afc66533f5d27cc21dfa58024e26c (diff)
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_mist.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_mist.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c
index 1675142613d..de9582611ec 100644
--- a/source/blender/draw/engines/eevee/eevee_mist.c
+++ b/source/blender/draw/engines/eevee/eevee_mist.c
@@ -70,7 +70,7 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
/* Create FrameBuffer. */
- DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, DRW_TEX_R_32, 0); /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, {
GPU_ATTACHMENT_NONE,