[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55710] branches/ge_harmony/source/ gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp: Switching the depth attachment on the prepass fbo to a normal depth component as depth_stencil was causing problems with point and spot lights on some video cards , and the stencil buffer was not being used.

Daniel Stokes kupomail at gmail.com
Tue Apr 2 00:18:57 CEST 2013


Revision: 55710
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55710
Author:   kupoman
Date:     2013-04-01 22:18:56 +0000 (Mon, 01 Apr 2013)
Log Message:
-----------
Switching the depth attachment on the prepass fbo to a normal depth component as depth_stencil was causing problems with point and spot lights on some video cards, and the stencil buffer was not being used.

Modified Paths:
--------------
    branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-04-01 20:51:52 UTC (rev 55709)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-04-01 22:18:56 UTC (rev 55710)
@@ -794,14 +794,14 @@
 			glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo[1]);
 
 			glBindTexture(GL_TEXTURE_2D, m_prepass_target[0]);
-			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_width, m_height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+			glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, m_width, m_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
 			glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE , GL_INTENSITY);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_prepass_target[0], 0);
+			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_prepass_target[0], 0);
 			
 		// Update prepass targets
 			for (int i = 0; i < m_prepass_count; i++)




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