Henri Verbeet : wined3d: Use the internal format for renderbuffer storage.

Alexandre Julliard julliard at winehq.org
Wed Sep 17 07:14:44 CDT 2008


Module: wine
Branch: master
Commit: 147ec1a1a4d43566e5e343e159cb214500827f13
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=147ec1a1a4d43566e5e343e159cb214500827f13

Author: Henri Verbeet <hverbeet at 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;




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