Linear filtering for more smoothness.

This commit is contained in:
Andrzej Kapolka 2013-11-21 13:36:16 -08:00
parent f0e5872b89
commit 898135fbf2

View file

@ -190,8 +190,8 @@ QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };