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Specify the right texture target creating backbuffer depth/stencil
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1 file changed
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@@ -709,10 +709,10 @@ void WrappedOpenGL::Initialise(GLInitParams ¶ms, uint64_t sectionVersion)
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}
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if(stencil)
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drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, eGL_TEXTURE_2D,
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drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, target,
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m_FakeBB_DepthStencil, 0);
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else
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drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_TEXTURE_2D,
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drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, target,
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m_FakeBB_DepthStencil, 0);
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}
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