Specify the right texture target creating backbuffer depth/stencil

This commit is contained in:
baldurk committed 2018-07-09 16:28:01 +01:00
1 parent ad4f3ac864
commit 3acb726ed1
1 file changed
+2 -2
+2 -2
View File
@@ -709,10 +709,10 @@ void WrappedOpenGL::Initialise(GLInitParams &params, uint64_t sectionVersion)
}
if(stencil)
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, eGL_TEXTURE_2D,
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, target,
m_FakeBB_DepthStencil, 0);
else
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_TEXTURE_2D,
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, target,
m_FakeBB_DepthStencil, 0);
}