Enable 16-bit shadow atlas by default in the RenderingServer methods

16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.

This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
This commit is contained in:
Hugo Locurcio
2022-02-04 16:41:08 +01:00
parent 8495be9cec
commit e4eafb254a
7 changed files with 16 additions and 16 deletions

View File

@ -80,11 +80,11 @@ public:
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;