GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care.
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@ -73,7 +73,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_RECTANGLE, 0);
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@ -160,7 +160,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClearDepth(1.0);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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}
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