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-Update depth buffer format because dedicated GPUs like it more
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Cassunshine committed Jan 25, 2024
1 parent f775bac commit 4e0c7c2
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions Client/Rendering/MainFramebuffer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -54,7 +54,7 @@ public MainFramebuffer(ResourceFactory factory, Framebuffer windowBuffer, uint w
MainColor = AddDependency(factory.CreateTexture(baseDescription));
Normal = AddDependency(factory.CreateTexture(baseDescription));

baseDescription.Format = PixelFormat.D24_UNorm_S8_UInt;
baseDescription.Format = PixelFormat.D32_Float_S8_UInt;
baseDescription.Usage = TextureUsage.DepthStencil | TextureUsage.Sampled;

Depth = AddDependency(factory.CreateTexture(baseDescription));
Expand All @@ -72,7 +72,7 @@ public MainFramebuffer(ResourceFactory factory, Framebuffer windowBuffer, uint w
ResolvedMainColor = AddDependency(factory.CreateTexture(baseDescription));
ResolvedNormal = AddDependency(factory.CreateTexture(baseDescription));

baseDescription.Format = PixelFormat.D24_UNorm_S8_UInt;
baseDescription.Format = PixelFormat.D32_Float_S8_UInt;
baseDescription.Usage = TextureUsage.DepthStencil | TextureUsage.Sampled;

ResolvedDepth = AddDependency(factory.CreateTexture(baseDescription));
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