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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-12-20 09:29:09 +0100
committerGitHub <noreply@github.com>2019-12-20 09:29:09 +0100
commitd1a6b394d7b88b61630859c60b83f4a7c5a4c53a (patch)
tree8f0be9577ab8f5ee23a4f4c00ea8ab91e0ccfc21 /drivers
parentb3a70f0b8002f8290a774933b867b9c586bb4b7a (diff)
parent28543667fd6663132504824c7318ad4473c21c5d (diff)
Merge pull request #34473 from clayjohn/GLES2-renderbuffer-format
Always use 16 bit renderbuffer depth on WebGL
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 388a8423a0..60f72608a8 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5812,10 +5812,11 @@ void RasterizerStorageGLES2::initialize() {
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
- // no way of detecting 32 or 16 bit support for renderbuffer, so default to 32
+ // RenderBuffer internal format must be 16 bits in WebGL,
+ // but depth_texture should default to 32 always
// if the implementation doesn't support 32, it should just quietly use 16 instead
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
- config.depth_buffer_internalformat = GL_DEPTH_COMPONENT;
+ config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
config.depth_type = GL_UNSIGNED_INT;
#else
// on mobile check for 24 bit depth support for RenderBufferStorage