Reverse depth & 32F buffer format

-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
This commit is contained in:
AtomicWalrus 2023-04-14 20:13:28 -06:00
parent c08fa359d2
commit 75625dc679
37 changed files with 91 additions and 57 deletions

View file

@ -455,7 +455,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
lightPosSS *= oneOverViewportExtent;
lightPosSS = (lightPosSS * 2.0f) - Point3F::One;
lightPosSS.y = -lightPosSS.y;
lightPosSS.z = 0.0f;
lightPosSS.z = 1.0f;
// Determine the center of the current projection so we can converge there
Point3F centerProj(0);