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