Browse Source

Let's use RTP_depth for now, with the shadow system, until the bugs with RTP_depth_stencil on Windows are resolved.

rdb 16 years ago
parent
commit
2c777c23d6
1 changed files with 2 additions and 2 deletions
  1. 2 2
      panda/src/display/graphicsStateGuardian.cxx

+ 2 - 2
panda/src/display/graphicsStateGuardian.cxx

@@ -2593,10 +2593,10 @@ make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
   
   // Create a texture and fill it in with some data to workaround an OpenGL error
   PT(Texture) tex = new Texture(light->get_name());
-  tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
+  tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_component);
   tex->make_ram_image();
   sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
-                                   GraphicsOutput::RTP_depth_stencil);
+                                   GraphicsOutput::RTP_depth);
   // Set the wrap mode to BORDER_COLOR
   tex->set_wrap_u(Texture::WM_border_color);
   tex->set_wrap_v(Texture::WM_border_color);