feat: Depth textures are created with a stencil component
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a34c73e095
commit
d3ff68b6d7
2 changed files with 3 additions and 3 deletions
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@ -61,9 +61,9 @@ void Framebuffer::init() {
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}
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}
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}
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}
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if (_cubeMapDepthBuffer) {
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if (_cubeMapDepthBuffer) {
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _depthBuffer->textureId(), 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, _depthBuffer->textureId(), 0);
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} else {
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} else {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _depthBuffer->textureId(), 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, _depthBuffer->textureId(), 0);
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}
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}
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@ -174,7 +174,7 @@ void Texture::fillTarget(uint32_t target, int level, int width, int height, cons
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glCompressedTexImage2D(target, level, getInternalPixelFormat(), width, height, 0, size, pixels);
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glCompressedTexImage2D(target, level, getInternalPixelFormat(), width, height, 0, size, pixels);
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break;
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break;
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case PixelFormat::Depth:
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case PixelFormat::Depth:
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glTexImage2D(target, level, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels);
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glTexImage2D(target, level, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, pixels);
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break;
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break;
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default:
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default:
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throw logic_error("Unsupported pixel format: " + to_string(static_cast<int>(_pixelFormat)));
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throw logic_error("Unsupported pixel format: " + to_string(static_cast<int>(_pixelFormat)));
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