From ee61b97ec9e8bbe5491ac0aa01b1aa4da1a2ad7a Mon Sep 17 00:00:00 2001 From: StapleButter Date: Thu, 30 May 2019 02:44:49 +0200 Subject: [PATCH] OpenGL renderer: fix for Intel driver (doesn't like RGB8UI framebuffers) --- src/GPU3D_OpenGL.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index c759147d..1b35fcab 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -209,7 +209,7 @@ bool Init() glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr"); ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor"); ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth"); - ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId"); + ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyID"); ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag"); memset(RenderShader, 0, sizeof(RenderShader)); @@ -420,7 +420,8 @@ void UpdateDisplaySettings() glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); + //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);