diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2017-12-16 23:38:02 +0100 |
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committer | Hein-Pieter van Braam <hp@tmm.cx> | 2017-12-16 23:38:02 +0100 |
commit | 34991af55322c499eb407d5492c8d49dec84ea40 (patch) | |
tree | 690f6ab336a86a251554c56e5bebf84c42551ea3 | |
parent | 652c98a7beb8fc8a8aad5075a673caf21994a2ba (diff) |
Don't glBindTexture() on viewports without effects
@reduz said there was another place that needed to be checked for a
similar issue but I have to admit I didn't understand.
This fixes #13337
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 309497c938..5d93c6a982 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1545,7 +1545,7 @@ void RasterizerCanvasGLES3::reset_canvas() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //use for reading from screen - if (storage->frame.current_rt) { + if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } |