Use proper depth buffer format for rgba shadows

This commit is contained in:
clayjohn 2020-04-20 11:58:59 -07:00
parent d817be92c2
commit 123dd390e4

View file

@ -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);