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diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index af025dc..30dc30a 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -970,7 +970,7 @@ void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) { //for now to get it working Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, false, Image::FORMAT_RGBAH); image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); @@ -981,7 +981,7 @@ void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, //for now to get it working Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, false, Image::FORMAT_RGBAH); image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; @@ -1002,7 +1002,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) { //for now to get it working Ref<Image> image; image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + image->create(4, 4, false, Image::FORMAT_RGBAH); image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; @@ -1011,7 +1011,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) { images.push_back(image); } - texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images); + texture_3d_initialize(p_texture, Image::FORMAT_RGBAH, 4, 4, 4, false, images); } Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const { @@ -7622,9 +7622,9 @@ void RendererStorageRD::_update_render_target(RenderTarget *rt) { return; } //until we implement support for HDR monitors (and render target is attached to screen), this is enough. - rt->color_format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - rt->color_format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBA8 : Image::FORMAT_RGB8; + rt->color_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + rt->color_format_srgb = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + rt->image_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? Image::FORMAT_RGBAH : Image::FORMAT_RGBH; RD::TextureFormat rd_format; RD::TextureView rd_view;
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