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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-28 19:43:07 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-28 19:43:07 +0000
commitd9c188c5b662b1d19f90c6d0e4817c21e4e97ad9 (patch)
tree512ed2652ff8a99dfd95fcf41cb1569ecad0e53c /gfx/gl/sceneRenderer.cpp
parentGenerate 4 bands of shadow maps (diff)
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Reduce size of shadow map texture
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index b13da35..de96571 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -14,7 +14,7 @@ static constexpr std::array<glm::vec4, 4> displayVAOdata {{
}};
SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
- lighting {lightingShader_vs, lightingShader_fs}, shadowMapper {{4096, 4096}}
+ lighting {lightingShader_vs, lightingShader_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
glBindVertexArray(displayVAO);