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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-01-25 16:01:46 +0100 |
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committer | GitHub <noreply@github.com> | 2019-01-25 16:01:46 +0100 |
commit | 3b2e854f4bbcac2f5ed752c95a7d2dbcd5f5f915 (patch) | |
tree | 1319f77eb03700b83b29b34121b32ca8dddd9f84 | |
parent | a1157e8c5f099549ed839e6bac407e70e79179de (diff) | |
parent | fe72e69c795d7227b82c8f5a9b43aebc1eec826f (diff) |
Merge pull request #25322 from godotengine/revert-25319-fix_contact_shadow_502
Revert "Fix GLES3 error 502 on iOS"
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 82fce918ea..b7b3d3d6a4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -4172,7 +4172,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.used_contact_shadows) { glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_DEPTH_ATTACHMENT); + glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |