Multiply cube-map depth by 6 before clamping slice. Closes #1451

This commit is contained in:
baldurk
2019-07-11 17:05:58 +01:00
parent 7ff5841885
commit 7432fd31d4
+5 -2
View File
@@ -368,8 +368,11 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, int flags)
ubo->MipLevel = (int)cfg.mip;
if(texDetails.curType != eGL_TEXTURE_3D)
{
uint32_t numSlices =
RDCMAX((uint32_t)texDetails.depth, 1U) * RDCMAX((uint32_t)texDetails.samples, 1U);
uint32_t depth = RDCMAX((uint32_t)texDetails.depth, 1U);
if(texDetails.curType == eGL_TEXTURE_CUBE_MAP)
depth *= 6;
uint32_t numSlices = depth * RDCMAX((uint32_t)texDetails.samples, 1U);
uint32_t sliceFace = RDCCLAMP(cfg.sliceFace, 0U, numSlices - 1);
ubo->Slice = (float)sliceFace + 0.001f;