Comment # 30
on bug 66067
from Daniel Scharrer
(In reply to Nicholas Miell from comment #29) > Does it ever actually sample from a depth texture or is unconditionally > converting the SHADOW2D to 2D safe? In the apitraces I have, depth formats (GL_DEPTH_COMPONENT* and GL_DEPTH*_STENCIL*) are only ever used for renderbuffers. I also haven't noticed any visual problems with the shadows other than ones that are also there with fglrx. No idea if this is true for the whole game and for all video settings (I only tried Very High graphics detail + FXAA + 2xSSAA). It can also of course change with future updates.
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