Fixed a bug with copy-to-depth-texture
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f4539ca2cd
commit
a3ce5925d0
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@ -2493,9 +2493,23 @@ framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr,
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char *image = new char[tex->get_x_size() * tex->get_y_size()];
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memset(image, 128, tex->get_x_size() * tex->get_y_size());
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GLP(TexImage2D)(imagetarget, 0, internal_format,
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tex->get_x_size(), tex->get_y_size(), 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
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switch (tex->get_format()) {
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case Texture::F_depth_component:
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GLP(TexImage2D)(imagetarget, 0, internal_format,
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tex->get_x_size(), tex->get_y_size(), 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, image);
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break;
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case Texture::F_stencil_index:
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GLP(TexImage2D)(imagetarget, 0, internal_format,
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tex->get_x_size(), tex->get_y_size(), 0,
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GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, image);
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break;
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default:
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GLP(TexImage2D)(imagetarget, 0, internal_format,
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tex->get_x_size(), tex->get_y_size(), 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
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break;
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}
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delete image;
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gtc->_already_applied = true;
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