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author | clayjohn <claynjohn@gmail.com> | 2022-09-06 14:42:08 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-09-06 14:42:08 -0700 |
commit | fea48cdfc6d434bf3b07ee08f1a466d798fc12d3 (patch) | |
tree | 2b9a65a05a28f90bb3eac81a91d82280ab713fa6 /drivers/gles3/storage | |
parent | 5628ab9215d61fc2b7223b465626873368aaf66b (diff) |
Fix rendering when using WebGL2.
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r-- | drivers/gles3/storage/render_scene_buffers_gles3.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.cpp b/drivers/gles3/storage/render_scene_buffers_gles3.cpp index 5d121e2ef9..9123984dc7 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.cpp +++ b/drivers/gles3/storage/render_scene_buffers_gles3.cpp @@ -68,7 +68,7 @@ void RenderSceneBuffersGLES3::configure(RID p_render_target, const Size2i p_inte glGenTextures(1, &depth_texture); glBindTexture(GL_TEXTURE_2D, depth_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |