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oops, I used a float texture for water reflection. this change should give a little performance boost.
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@ -309,7 +309,7 @@ void Water::applyRTT()
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if (Settings::Manager::getBool("shader", "Water"))
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if (Settings::Manager::getBool("shader", "Water"))
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{
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{
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mReflectionTexture = TextureManager::getSingleton().createManual("WaterReflection",
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mReflectionTexture = TextureManager::getSingleton().createManual("WaterReflection",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET);
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_A8R8G8B8, TU_RENDERTARGET);
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RenderTarget* rtt = mReflectionTexture->getBuffer()->getRenderTarget();
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RenderTarget* rtt = mReflectionTexture->getBuffer()->getRenderTarget();
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Viewport* vp = rtt->addViewport(mReflectionCamera);
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Viewport* vp = rtt->addViewport(mReflectionCamera);
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