瀏覽代碼

Fix FBO depth texture format

L. Krause 8 年之前
父節點
當前提交
3e0f8bb254
共有 1 個文件被更改,包括 2 次插入2 次删除
  1. 2 2
      drivers/gles3/rasterizer_storage_gles3.cpp

+ 2 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -5534,7 +5534,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 		glGenTextures(1, &rt->depth);
 		glGenTextures(1, &rt->depth);
 		glBindTexture(GL_TEXTURE_2D, rt->depth);
 		glBindTexture(GL_TEXTURE_2D, rt->depth);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
-				GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+				GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -6500,7 +6500,7 @@ void RasterizerStorageGLES3::initialize() {
 	frame.count = 0;
 	frame.count = 0;
 	frame.prev_tick = 0;
 	frame.prev_tick = 0;
 	frame.delta = 0;
 	frame.delta = 0;
-	frame.current_rt=NULL;
+	frame.current_rt = NULL;
 	config.keep_original_textures = false;
 	config.keep_original_textures = false;
 }
 }