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REVIEWED: `rlLoadTextureDepth()`, address inconsistencies with WebGL 2.0 for sized depth formats #5500

pull/5574/head
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4a3c49cdcb
1 fichiers modifiés avec 7 ajouts et 0 suppressions
  1. +7
    -0
      src/rlgl.h

+ 7
- 0
src/rlgl.h Voir le fichier

@ -3432,6 +3432,13 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
else glInternalFormat = GL_DEPTH_COMPONENT16;
}
#endif
#if defined(GRAPHICS_API_OPENGL_ES3)
// NOTE: This sized internal format should also work for WebGL 2.0
// WARNING: Specification only allows GL_DEPTH_COMPONENT32F for GL_FLOAT type
// REF: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24;
else glInternalFormat = GL_DEPTH_COMPONENT16;
#endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
{

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