OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.

This commit is contained in:
SmileTheory 2014-07-31 21:01:57 -07:00
parent 7b866ae96d
commit 2b2d696f12
10 changed files with 235 additions and 110 deletions

View file

@ -2930,9 +2930,14 @@ void R_CreateBuiltinImages( void ) {
if (r_sunlightMode->integer)
{
for ( x = 0; x < 3; x++)
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
GL_Bind(tr.sunShadowDepthImage[x]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);