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Fix texture type of renderbuffers (was random crap, now is GL_TEXTURE_2D).
author
divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 1 Mar 2015 18:54:11 +0000
(18:54 +0000)
committer
Rudolf Polzer <divVerent@xonotic.org>
Mon, 2 Mar 2015 21:30:53 +0000
(22:30 +0100)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12164
d7cf8633
-e32d-0410-b094-
e92efae38249
::stable-branch::merge=
e6a20dbedf9ea11158142bc2c8c16dfa721d8870
gl_textures.c
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diff --git
a/gl_textures.c
b/gl_textures.c
index 24b6aa53c297ff05a907eef1a33a6e21f6a61469..b509307f92ad25feafb29f6b6fd0446b9df89725 100644
(file)
--- a/
gl_textures.c
+++ b/
gl_textures.c
@@
-1960,7
+1960,7
@@
rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *
glt->inputdepth = 1;
glt->flags = TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_FORCENEAREST;
glt->miplevel = 0;
- glt->textype =
texinfo
;
+ glt->textype =
GL_TEXTURE_2D
;
glt->texturetype = textype;
glt->inputdatasize = width*height*texinfo->internalbytesperpixel;
glt->palette = NULL;