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WIP: Getting OpenGL up to date
- Fixing omnidirectional shadow rendering

BearishSun há 8 anos atrás
pai
commit
860c1a1b62
1 ficheiros alterados com 1 adições e 1 exclusões
  1. 1 1
      Source/BansheeGLRenderAPI/BsGLRenderTexture.cpp

+ 1 - 1
Source/BansheeGLRenderAPI/BsGLRenderTexture.cpp

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