int flow_height = height >> flow_level;
GLuint flow_tex = pool.get_texture(GL_RG16F, flow_width, flow_height);
- GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT32F, flow_width, flow_height); // Used for ranking flows.
+ GLuint depth_rb = pool.get_renderbuffer(GL_DEPTH_COMPONENT16, flow_width, flow_height); // Used for ranking flows.
{
ScopedTimer timer("Splat", &total_timer);