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oops, I used a float texture for water reflection. this change should give a little performance boost.

This commit is contained in:
scrawl 2012-09-11 22:45:41 +02:00
parent d030fe7e79
commit c3966a7c5a

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@ -309,7 +309,7 @@ void Water::applyRTT()
if (Settings::Manager::getBool("shader", "Water")) if (Settings::Manager::getBool("shader", "Water"))
{ {
mReflectionTexture = TextureManager::getSingleton().createManual("WaterReflection", mReflectionTexture = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET); ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_A8R8G8B8, TU_RENDERTARGET);
RenderTarget* rtt = mReflectionTexture->getBuffer()->getRenderTarget(); RenderTarget* rtt = mReflectionTexture->getBuffer()->getRenderTarget();
Viewport* vp = rtt->addViewport(mReflectionCamera); Viewport* vp = rtt->addViewport(mReflectionCamera);