Light tweeks
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@@ -25,7 +25,7 @@ public:
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HydraRenderSettings render_settings = engine->RenderSettings();
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*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE,
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GL_RGBA8,
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GL_NEAREST,
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GL_NEAREST,
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@@ -34,7 +34,7 @@ public:
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HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
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*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE,
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GL_DEPTH_COMPONENT32F,
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GL_NEAREST,
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GL_NEAREST,
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@@ -27,7 +27,7 @@ public:
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HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
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*m_depth_texture_id = tex_buffer_manager->CreateCubemapTexture("shadow_depth_buffer",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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POINT_SHADOW_MAP_SIZE, POINT_SHADOW_MAP_SIZE,
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GL_DEPTH_COMPONENT32F,
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GL_NEAREST,
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GL_NEAREST);
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@@ -35,7 +35,7 @@ public:
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// HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
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*m_depth_texture_id = tex_buffer_manager->CreateTexture("shadow_depth_buffer",
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SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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SPOT_SHADOW_MAP_SIZE, SPOT_SHADOW_MAP_SIZE,
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GL_DEPTH_COMPONENT32F,
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GL_NEAREST,
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GL_NEAREST,
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