OpenGL renderer: fix for Intel driver (doesn't like RGB8UI framebuffers)
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@ -209,7 +209,7 @@ bool Init()
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glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");
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ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");
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ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth");
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ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId");
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ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyID");
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ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");
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memset(RenderShader, 0, sizeof(RenderShader));
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@ -420,7 +420,8 @@ void UpdateDisplaySettings()
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
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