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