From 74e3ee52143c643f92cb291f3d509fbb64a38f91 Mon Sep 17 00:00:00 2001 From: Azaezel Date: Wed, 16 Mar 2016 00:45:57 -0500 Subject: [PATCH] turns out independent sized render targets was causing lighting artifacting. --- Engine/source/renderInstance/renderPrePassMgr.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Engine/source/renderInstance/renderPrePassMgr.cpp b/Engine/source/renderInstance/renderPrePassMgr.cpp index 4f08dc6ea..32d5204b2 100644 --- a/Engine/source/renderInstance/renderPrePassMgr.cpp +++ b/Engine/source/renderInstance/renderPrePassMgr.cpp @@ -153,11 +153,14 @@ bool RenderPrePassMgr::_updateTargets() } GFXFormat colorFormat = mTargetFormat; + + /* bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false); //If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color. if(independentMrtBitDepth) colorFormat = GFXFormatR8G8B8A8; - + */ + // andrewmac: Deferred Shading Color Buffer if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset()) {