diff --git a/source/renderer/ShadowMap.cpp b/source/renderer/ShadowMap.cpp index 7f39909dcb..657d7d9cc7 100644 --- a/source/renderer/ShadowMap.cpp +++ b/source/renderer/ShadowMap.cpp @@ -703,23 +703,6 @@ void ShadowMap::BindTo( } } -// Depth texture bits -int ShadowMap::GetDepthTextureBits() const -{ - return m->DepthTextureBits; -} - -void ShadowMap::SetDepthTextureBits(int bits) -{ - if (bits != m->DepthTextureBits) - { - m->Texture.reset(); - m->Width = m->Height = 0; - - m->DepthTextureBits = bits; - } -} - void ShadowMap::RenderDebugBounds(Renderer::Backend::IDeviceCommandContext& deviceCommandContext) { // Render various shadow bounds: diff --git a/source/renderer/ShadowMap.h b/source/renderer/ShadowMap.h index f788197925..f86d18c13d 100644 --- a/source/renderer/ShadowMap.h +++ b/source/renderer/ShadowMap.h @@ -47,22 +47,6 @@ public: */ void RecreateTexture(); - /** - * GetDepthTextureBits: Return the number of bits to use for depth textures when - * enabled. - * - * @return depth texture bit depth - */ - int GetDepthTextureBits() const; - - /** - * SetDepthTextureBits: Sets the number of bits to use for depth textures when enabled. - * Possible values are 16, 24, 32 and 0 (= use default) - * - * @param bits number of bits - */ - void SetDepthTextureBits(int bits); - /** * SetupFrame: Configure light space for the given camera and light direction, * create the shadow texture if necessary, etc.