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Linear filtering for more smoothness.
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f0e5872b89
commit
898135fbf2
1 changed files with 2 additions and 2 deletions
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@ -190,8 +190,8 @@ QOpenGLFramebufferObject* TextureCache::getShadowFramebufferObject() {
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glBindTexture(GL_TEXTURE_2D, _shadowDepthTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE,
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0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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const float DISTANT_BORDER[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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