Kaynağa Gözat

Fix condition for WebGL depth texture support

Condition looks to be incorrect. If texDepthWebGL is available, it should be using GL_DEPTH_COMPONENT16/24/32 but currently in WebGL always uses GL_DEPTH_COMPONENT which can fail especially in WebGL2.
pull/5500/head
SlateyDev 1 hafta önce
ebeveyn
işleme
82946e6969
1 değiştirilmiş dosya ile 1 ekleme ve 1 silme
  1. +1
    -1
      src/rlgl.h

+ 1
- 1
src/rlgl.h Dosyayı Görüntüle

@ -3425,7 +3425,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
if (o">!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
if (RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
{
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;

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