Fix FBO depth texture format
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e46af1e236
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3e0f8bb254
@ -5534,7 +5534,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glGenTextures(1, &rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -6500,7 +6500,7 @@ void RasterizerStorageGLES3::initialize() {
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frame.count = 0;
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frame.prev_tick = 0;
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frame.delta = 0;
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frame.current_rt=NULL;
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frame.current_rt = NULL;
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config.keep_original_textures = false;
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}
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