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.
This commit is contained in:
Henri Verbeet 2008-09-16 14:55:40 +02:00 committed by Alexandre Julliard
parent ad658c22b8
commit 147ec1a1a4
1 changed files with 1 additions and 1 deletions

View File

@ -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;