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Switched back to full float for outline depth buffer because of precision issues
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1 changed files with 1 additions and 1 deletions
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@ -44,7 +44,7 @@ void OutlineFramebuffer::allocate() {
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auto width = _frameSize.x;
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auto width = _frameSize.x;
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auto height = _frameSize.y;
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auto height = _frameSize.y;
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auto format = gpu::Element(gpu::SCALAR, gpu::HALF, gpu::RED);
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auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED);
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_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
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_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
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_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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