evas: Evas_3D - fix depth texture size.

Reviewers: raster, Hermet, cedric

Reviewed By: cedric

Subscribers: cedric

The texture used to store the depth map should be a single-channel texture.

@fix

Differential Revision: https://phab.enlightenment.org/D1713

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Dmytro Dadyka 2014-12-01 05:57:00 +01:00 committed by Cedric BAIL
parent a15ec56e4f
commit 4366057dc6
1 changed files with 1 additions and 1 deletions

View File

@ -431,7 +431,7 @@ e3d_drawable_new(int w, int h, int alpha, GLenum depth_format, GLenum stencil_fo
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16, w, h, 0, GL_RED, GL_UNSIGNED_SHORT, 0);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);