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