mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-21 11:01:36 +00:00
- 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:
parent
1f5da940ca
commit
0d9deb35aa
1 changed files with 1 additions and 0 deletions
|
@ -281,6 +281,7 @@ void FHardwareTexture::Clean(bool all)
|
|||
}
|
||||
glTex_Translated.Clear();
|
||||
if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
|
||||
glDepthID = 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue