From b131de9e5104445be43e594b057c4f5f4fa35a1b Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Wed, 3 Oct 2018 08:43:51 +0200 Subject: [PATCH] Added some comments --- libraries/render-utils/src/SurfaceGeometryPass.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/libraries/render-utils/src/SurfaceGeometryPass.cpp b/libraries/render-utils/src/SurfaceGeometryPass.cpp index 4917cd31e1..83595b5a64 100644 --- a/libraries/render-utils/src/SurfaceGeometryPass.cpp +++ b/libraries/render-utils/src/SurfaceGeometryPass.cpp @@ -86,6 +86,7 @@ void LinearDepthFramebuffer::allocate() { const uint16_t HALF_LINEAR_DEPTH_MAX_MIP_LEVEL = 5; // Point sampling of the depth, as well as the clamp to edge, are needed for the AmbientOcclusionEffect with HBAO const auto depthSamplerHalf = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_POINT, gpu::Sampler::WRAP_CLAMP); + // The depth format here is half float as it increases performance in the AmbientOcclusion. But it might be needed elsewhere... _halfLinearDepthTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::HALF, gpu::RED), _halfFrameSize.x, _halfFrameSize.y, HALF_LINEAR_DEPTH_MAX_MIP_LEVEL, depthSamplerHalf);