turns out independent sized render targets was causing lighting artifacting.

This commit is contained in:
Azaezel 2016-03-16 00:45:57 -05:00
parent 7bba3ee2de
commit 74e3ee5214

View file

@ -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())
{