DeferredHighPrecision test setting to test 16bit framebuffers vs 32bit
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@@ -514,7 +514,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
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if (LLPipeline::sRenderDeferred)
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{
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//allocate deferred rendering color buffers
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const GLuint format = GL_RGBA; //GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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static const LLCachedControl<bool> shadow_precision("DeferredHighPrecision",true);
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const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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mDeferredScreen.allocate(resX, resY, format, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
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mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
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addDeferredAttachments(mDeferredScreen);
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@@ -566,7 +567,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
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{
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if (LLPipeline::sRenderDeferred)
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{
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const GLuint format = GL_RGBA; //GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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static const LLCachedControl<bool> shadow_precision("DeferredHighPrecision",true);
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const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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mSampleBuffer.allocate(resX,resY,format,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
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addDeferredAttachments(mSampleBuffer);
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mDeferredScreen.setSampleBuffer(&mSampleBuffer);
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@@ -8767,7 +8769,8 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar)
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{
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if (LLPipeline::sRenderDeferred)
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{
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const GLuint format = GL_RGBA; //GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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static const LLCachedControl<bool> shadow_precision("DeferredHighPrecision",true);
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const GLuint format = shadow_precision ? GL_RGBA : GL_RGBA16F_ARB; //TO-DO: Profile 16bit format later
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avatar->mImpostor.allocate(resX,resY,format,TRUE,TRUE);
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addDeferredAttachments(avatar->mImpostor);
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}
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