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RGBA16F into RG11B10UF for MRT_low.

clementlandrin 2 年之前
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581075b127
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 3 3
      h3d/scene/pbr/Renderer.hx

+ 3 - 3
h3d/scene/pbr/Renderer.hx

@@ -285,7 +285,7 @@ class Renderer extends h3d.scene.Renderer {
 		draw(pbrLightPass.name);
 
 		if ( displayMode == Performance ) {
-			var perf = allocTarget("performance", RGBA16F);
+			var perf = allocTarget("performance", #if MRT_low RG11B10UF #else RGBA16F #end);
 			h3d.pass.Copy.run(textures.hdr, perf);
 			performance.shader.hdrMap = perf;
 		}
@@ -311,7 +311,7 @@ class Renderer extends h3d.scene.Renderer {
 		}
 
 		// Probe Rendering & Blending
-		var probeOutput = allocTarget("probeOutput", true, 1.0, RGBA16F);
+		var probeOutput = allocTarget("probeOutput", true, 1.0, #if MRT_low RG11B10UF #else RGBA16F #end);
 		ctx.engine.pushTarget(probeOutput);
 		clear(0);
 
@@ -401,7 +401,7 @@ class Renderer extends h3d.scene.Renderer {
 		textures.other = allocTarget("other", true, 1.);
 		#end
 		textures.depth = allocTarget("depth", true, 1., R32F);
-		textures.hdr = allocTarget("hdrOutput", true, 1, RGBA16F);
+		textures.hdr = allocTarget("hdrOutput", true, 1, #if MRT_low RG11B10UF #else RGBA16F #end);
 		textures.ldr = allocTarget("ldrOutput");
 	}