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@@ -105,7 +105,7 @@ namespace bs
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GLTexture* glDepthStencilTexture = static_cast<GLTexture*>(mDesc.depthStencilSurface.texture.get());
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SPtr<GLPixelBuffer> depthStencilBuffer = nullptr;
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- bool allLayers = false;
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+ bool allLayers = true;
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if (mDepthStencilSurface->getNumArraySlices() == 1) // Binding a single texture layer
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allLayers = glDepthStencilTexture->getProperties().getNumFaces() == 1;
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