Module: wine Branch: master Commit: 147ec1a1a4d43566e5e343e159cb214500827f13 URL: http://source.winehq.org/git/wine.git/?a=commit;h=147ec1a1a4d43566e5e343e159...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Sep 16 14:55:40 2008 +0200
wined3d: Use the internal format for renderbuffer storage.
Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24 will work, but will create a renderbuffer with the format of the onscreen depth buffer.
---
dlls/wined3d/surface.c | 2 +- 1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 8087252..5f4aef3 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -396,7 +396,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi
GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer)); GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer)); - GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height)); + GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t)); entry->width = width;