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