- 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.
This commit is contained in:
Christoph Oelckers 2018-07-15 10:55:34 +02:00
parent d58d1e21d0
commit 2c86c4e942

View file

@ -353,6 +353,7 @@ void FHardwareTexture::Clean(bool all)
}
glTex_Translated.Clear();
if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
glDepthID = 0;
}
//===========================================================================