wined3d: Use the internal format for renderbuffer storage
Henri Verbeet
hverbeet at codeweavers.com
Tue Sep 16 07:55:40 CDT 2008
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;
--
1.5.6.4
--------------000808080100080109040702--
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