Only use 2048^2 shadow maps for cascaded shadow mapping

This commit is contained in:
Robert Beckebans 2014-05-14 18:57:12 +02:00
parent 4a68a5ef59
commit a66859f09c

View file

@ -330,8 +330,8 @@ static void R_AddSingleLight( viewLight_t* vLight )
lod = numLods - 1;
}
// never give ultra quality for point lights
if( lod == 0 && light->parms.pointLight && !light->parms.parallel )
// 2048^2 ultra quality is only for cascaded shadow mapping with sun lights
if( lod == 0 && !light->parms.parallel )
{
lod = 1;
}