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@@ -504,9 +504,9 @@ void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_de
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glBindTexture(texture_target, backbuffer3d.depth);
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glBindTexture(texture_target, backbuffer3d.depth);
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if (use_multiview) {
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if (use_multiview) {
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- glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, nullptr);
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+ glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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} else {
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} else {
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- glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, nullptr);
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+ glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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}
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}
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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