Commit d1e6e81b authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Make sure render target textures aren't bound when we start drawing.

parent da65aed4
...@@ -7021,6 +7021,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_ ...@@ -7021,6 +7021,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, 0);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0)); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()"); checkGLcall("glFramebufferTexture2DEXT()");
...@@ -7051,6 +7052,7 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render ...@@ -7051,6 +7052,7 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
glBindTexture(target, rtimpl->glDescription.textureName); glBindTexture(target, rtimpl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(target, 0);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0)); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()"); checkGLcall("glFramebufferTexture2DEXT()");
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment