From 147ec1a1a4d43566e5e343e159cb214500827f13 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 16 Sep 2008 14:55:40 +0200 Subject: [PATCH] wined3d: Use the internal format for renderbuffer storage. Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24 will work, but will create a renderbuffer with the format of the onscreen depth buffer. --- dlls/wined3d/surface.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 80872525158..5f4aef3444e 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -396,7 +396,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer)); GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer)); - GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height)); + GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height)); entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t)); entry->width = width; -- 2.11.4.GIT