Switched back to full float for outline depth buffer because of precision issues

This commit is contained in:
Olivier Prat 2017-08-17 15:55:59 +02:00
parent 2d598f3428
commit 7910b0d8ff

View file

@ -44,7 +44,7 @@ void OutlineFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
auto format = gpu::Element(gpu::SCALAR, gpu::HALF, gpu::RED);
auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED);
_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));