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Use GL_HALF_FLOAT because we use GL_RGBA16F

This commit is contained in:
Andrei Kortunov 2023-04-02 14:19:44 +04:00
parent 909e301dc6
commit 646148dfc8

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@ -71,7 +71,7 @@ namespace MWRender
{ {
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D; osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setSourceFormat(GL_RGBA); texture->setSourceFormat(GL_RGBA);
texture->setSourceType(GL_FLOAT); texture->setSourceType(GL_HALF_FLOAT);
texture->setInternalFormat(GL_RGBA16F); texture->setInternalFormat(GL_RGBA16F);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture::LINEAR);