wined3d: Reverse GL_BGR to GL_RGB for the D3D RGB formats.
This fixes texture colours in many D3D games (verified with Age Of Mythology).
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@ -1703,9 +1703,9 @@ GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
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case WINED3DFMT_Q8W8V8U8: retVal = GL_RGBA; break;
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case WINED3DFMT_Q8W8V8U8: retVal = GL_RGBA; break;
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case WINED3DFMT_Q16W16V16U16: retVal = GL_COLOR_INDEX; break;
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case WINED3DFMT_Q16W16V16U16: retVal = GL_COLOR_INDEX; break;
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/* color buffer */
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/* color buffer */
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case WINED3DFMT_R3G3B2: retVal = GL_BGR; break;
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case WINED3DFMT_R3G3B2: retVal = GL_RGB; break;
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case WINED3DFMT_R5G6B5: retVal = GL_BGR; break;
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case WINED3DFMT_R5G6B5: retVal = GL_RGB; break;
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case WINED3DFMT_R8G8B8: retVal = GL_BGR; break;
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case WINED3DFMT_R8G8B8: retVal = GL_RGB; break;
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case WINED3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
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case WINED3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
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case WINED3DFMT_X1R5G5B5: retVal = GL_BGRA; break;
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case WINED3DFMT_X1R5G5B5: retVal = GL_BGRA; break;
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case WINED3DFMT_A4R4G4B4: retVal = GL_BGRA; break;
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case WINED3DFMT_A4R4G4B4: retVal = GL_BGRA; break;
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