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author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-01 16:59:01 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-10 04:09:45 +0300 |
commit | 8b7a83a868c03f3d721eb83498923673c2addb27 (patch) | |
tree | b51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/intern | |
parent | 5b026486e4f2a36bf4c988593ebecb135a2ccf84 (diff) |
Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 601ea35f8c1..7d2c7819ba3 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2222,7 +2222,9 @@ static GPUTextureFormat convert_tex_format( case DRW_TEX_RGBA_8: *r_channels = 4; return GPU_RGBA8; case DRW_TEX_RGBA_16: *r_channels = 4; return GPU_RGBA16F; case DRW_TEX_RGBA_32: *r_channels = 4; return GPU_RGBA32F; + case DRW_TEX_DEPTH_16: *r_channels = 1; return GPU_DEPTH_COMPONENT16; case DRW_TEX_DEPTH_24: *r_channels = 1; return GPU_DEPTH_COMPONENT24; + case DRW_TEX_DEPTH_32: *r_channels = 1; return GPU_DEPTH_COMPONENT32F; case DRW_TEX_RGB_11_11_10: *r_channels = 3; return GPU_R11F_G11F_B10F; default: BLI_assert(false && "Texture format unsupported as render target!"); |