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turns out independent sized render targets was causing lighting artifacting.
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1 changed files with 4 additions and 1 deletions
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@ -153,11 +153,14 @@ bool RenderPrePassMgr::_updateTargets()
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}
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GFXFormat colorFormat = mTargetFormat;
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/*
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bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
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//If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
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if(independentMrtBitDepth)
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colorFormat = GFXFormatR8G8B8A8;
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*/
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// andrewmac: Deferred Shading Color Buffer
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if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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