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Correct internal texture formats.

This commit is contained in:
Sergey Lipskiy 2017-01-27 22:39:34 +07:00
parent 1d2aa4b96e
commit 1a87d75efe
2 changed files with 4 additions and 4 deletions

View File

@ -444,17 +444,17 @@ struct FramebufferTextureFormatsOpenGL : public graphics::FramebufferTextureForm
protected:
void init() override
{
colorInternalFormat = GL_RGBA;
colorInternalFormat = GL_RGBA8;
colorFormat = GL_RGBA;
colorType = GL_UNSIGNED_BYTE;
colorFormatBytes = 4;
monochromeInternalFormat = GL_RED;
monochromeInternalFormat = GL_R8;
monochromeFormat = GL_RED;
monochromeType = GL_UNSIGNED_BYTE;
monochromeFormatBytes = 1;
depthInternalFormat = GL_DEPTH_COMPONENT;
depthInternalFormat = GL_DEPTH_COMPONENT24;
depthFormat = GL_DEPTH_COMPONENT;
depthType = GL_FLOAT;
depthFormatBytes = 4;

View File

@ -17,7 +17,7 @@ namespace graphics {
Parameter RGB5_A1(GL_RGB5_A1);
Parameter RG(GL_RG8);
Parameter RED(GL_R8);
Parameter DEPTH(GL_DEPTH_COMPONENT);
Parameter DEPTH(GL_DEPTH_COMPONENT24);
Parameter RG32F(GL_RG32F);
}