- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.

Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.

(cherry picked from commit 2c86c4e942)
This commit is contained in:
Christoph Oelckers 2018-07-15 10:55:34 +02:00 committed by drfrag666
parent 1f5da940ca
commit 0d9deb35aa

View file

@ -281,6 +281,7 @@ void FHardwareTexture::Clean(bool all)
}
glTex_Translated.Clear();
if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
glDepthID = 0;
}
//===========================================================================