From 4e0c7c2a26d2801fd35d86c04ba1f941d9133c4f Mon Sep 17 00:00:00 2001 From: Cassunshine Date: Thu, 25 Jan 2024 09:40:03 -0500 Subject: [PATCH] -Update depth buffer format because dedicated GPUs like it more --- Client/Rendering/MainFramebuffer.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Client/Rendering/MainFramebuffer.cs b/Client/Rendering/MainFramebuffer.cs index f8cbcc1..3249095 100644 --- a/Client/Rendering/MainFramebuffer.cs +++ b/Client/Rendering/MainFramebuffer.cs @@ -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)); @@ -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));