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https://github.com/bloeys/nmage.git
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Adjust shadow map texture sizes
This commit is contained in:
6
main.go
6
main.go
@ -639,7 +639,7 @@ func (g *Game) initFbos() {
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assert.T(demoFbo.IsComplete(), "Demo fbo is not complete after init")
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// Depth map fbo
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dirLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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dirLightDepthMapFbo = buffers.NewFramebuffer(2048, 2048)
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dirLightDepthMapFbo.SetNoColorBuffer()
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dirLightDepthMapFbo.NewDepthAttachment(
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buffers.FramebufferAttachmentType_Texture,
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@ -649,7 +649,7 @@ func (g *Game) initFbos() {
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assert.T(dirLightDepthMapFbo.IsComplete(), "Depth map fbo is not complete after init")
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// Point light depth map fbo
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pointLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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pointLightDepthMapFbo = buffers.NewFramebuffer(512, 512)
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pointLightDepthMapFbo.SetNoColorBuffer()
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pointLightDepthMapFbo.NewDepthCubemapArrayAttachment(
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buffers.FramebufferAttachmentDataFormat_DepthF32,
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@ -659,7 +659,7 @@ func (g *Game) initFbos() {
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assert.T(pointLightDepthMapFbo.IsComplete(), "Point light depth map fbo is not complete after init")
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// Spot light depth map fbo
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spotLightDepthMapFbo = buffers.NewFramebuffer(1024, 1024)
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spotLightDepthMapFbo = buffers.NewFramebuffer(512, 512)
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spotLightDepthMapFbo.SetNoColorBuffer()
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spotLightDepthMapFbo.NewDepthTextureArrayAttachment(
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buffers.FramebufferAttachmentDataFormat_DepthF32,
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