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@@ -85,7 +85,7 @@ class TextureUtil {
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false);
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false);
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// Depth stencil formats
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// Depth stencil formats
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- setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL11.GL_DEPTH_COMPONENT, GL30.GL_UNSIGNED_INT_24_8, false);
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+ setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL30.GL_DEPTH_STENCIL, GL30.GL_UNSIGNED_INT_24_8, false);
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// RGB formats
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// RGB formats
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
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@@ -148,6 +148,11 @@ class TextureUtil {
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return null;
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return null;
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}
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}
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break;
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break;
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+ case Depth24Stencil8:
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+ if (!caps.OpenGL30){
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+ return null;
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+ }
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+ break;
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case Luminance16F:
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case Luminance16F:
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case Luminance16FAlpha16F:
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case Luminance16FAlpha16F:
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case Luminance32F:
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case Luminance32F:
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