Use renderbuffer depth for post-process buffers when appropriate
This commit is contained in:
parent
269145a346
commit
fd31cebcbe
|
@ -4914,7 +4914,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
|
|||
|
||||
bool used_depth = false;
|
||||
if (j == 0 && i == 0) { //use always
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||||
if (config.support_depth_texture) {
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
|
||||
} else {
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
|
||||
}
|
||||
used_depth = true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue