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Fix warning spam in Compatibility when using depth texture

This commit is contained in:
Kaleb Reid
2025-10-03 15:57:06 -07:00
parent 06827c91c6
commit d616da4498

View File

@@ -504,9 +504,9 @@ void RenderSceneBuffersGLES3::check_backbuffer(bool p_need_color, bool p_need_de
glBindTexture(texture_target, backbuffer3d.depth); glBindTexture(texture_target, backbuffer3d.depth);
if (use_multiview) { if (use_multiview) {
glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, nullptr); glTexImage3D(texture_target, 0, depth_format, internal_size.x, internal_size.y, view_count, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
} else { } else {
glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, nullptr); glTexImage2D(texture_target, 0, depth_format, internal_size.x, internal_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
} }
glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);