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| author | StapleButter <thetotalworm@gmail.com> | 2019-05-30 02:44:49 +0200 | 
|---|---|---|
| committer | StapleButter <thetotalworm@gmail.com> | 2019-05-30 02:44:49 +0200 | 
| commit | ee61b97ec9e8bbe5491ac0aa01b1aa4da1a2ad7a (patch) | |
| tree | d77329c329a52d4562ffdc15fb878db1bb76a0fc | |
| parent | 624e7aeb30c4d95b687ed20b0a4d7292df1e9b1b (diff) | |
OpenGL renderer: fix for Intel driver (doesn't like RGB8UI framebuffers)
| -rw-r--r-- | src/GPU3D_OpenGL.cpp | 5 | 
1 files changed, 3 insertions, 2 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index c759147..1b35fca 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -209,7 +209,7 @@ bool Init()      glBindFragDataLocation(ClearShaderPlain[2], 1, "oAttr");      ClearUniformLoc[0] = glGetUniformLocation(ClearShaderPlain[2], "uColor");      ClearUniformLoc[1] = glGetUniformLocation(ClearShaderPlain[2], "uDepth"); -    ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyId"); +    ClearUniformLoc[2] = glGetUniformLocation(ClearShaderPlain[2], "uOpaquePolyID");      ClearUniformLoc[3] = glGetUniformLocation(ClearShaderPlain[2], "uFogFlag");      memset(RenderShader, 0, sizeof(RenderShader)); @@ -420,7 +420,8 @@ void UpdateDisplaySettings()          glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);          glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);          glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); -        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); +        //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL); +        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenW, ScreenH, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);          glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);          glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 1, 1, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);          glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);  |