wined3d: Make sure render target textures aren't bound when we start drawing.
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@ -7021,6 +7021,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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glBindTexture(target, 0);
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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@ -7051,6 +7052,7 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
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glBindTexture(target, rtimpl->glDescription.textureName);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(target, 0);
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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