Changed RTT Camera to use depth.
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@@ -182,10 +182,17 @@ ViewDependentShadowMap::ShadowData::ShadowData():
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unsigned int textureSize = debug ? 512 : 2048;
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_texture->setTextureSize(textureSize, textureSize);
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//_texture->setInternalFormat(GL_DEPTH_COMPONENT);
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_texture->setInternalFormat(GL_RGB);
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//_texture->setShadowComparison(true);
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//_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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if (debug)
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{
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_texture->setInternalFormat(GL_RGB);
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}
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else
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{
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_texture->setInternalFormat(GL_DEPTH_COMPONENT);
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_texture->setShadowComparison(true);
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_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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}
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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@@ -213,6 +220,10 @@ ViewDependentShadowMap::ShadowData::ShadowData():
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// render after the main camera
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_camera->setRenderOrder(osg::Camera::POST_RENDER);
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// attach the texture and use it as the color buffer.
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//_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
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_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
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}
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else
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{
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@@ -226,8 +237,8 @@ ViewDependentShadowMap::ShadowData::ShadowData():
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_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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//_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
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_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
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_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
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//_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
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}
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}
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