Slice index for 3D textures is always relative to overall depth

This commit is contained in:
baldurk
2015-02-09 12:32:44 +00:00
parent 381eb24b01
commit bdb823c20b
+1 -1
View File
@@ -1082,7 +1082,7 @@ bool GLReplay::RenderTexture(TextureDisplay cfg)
ubo->InverseRangeSize = 1.0f/(cfg.rangemax-cfg.rangemin);
ubo->MipLevel = (float)cfg.mip;
ubo->Slice = (float)cfg.sliceFace;
ubo->Slice = (float)(cfg.sliceFace>>cfg.mip);
ubo->OutputDisplayFormat = resType;