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authorHein-Pieter van Braam <hp@tmm.cx>2017-12-16 23:38:02 +0100
committerHein-Pieter van Braam <hp@tmm.cx>2017-12-16 23:38:02 +0100
commit34991af55322c499eb407d5492c8d49dec84ea40 (patch)
tree690f6ab336a86a251554c56e5bebf84c42551ea3
parent652c98a7beb8fc8a8aad5075a673caf21994a2ba (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.cpp2
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);
}