hwr2 gl3core: Fix FBO depth attachment

This commit is contained in:
Eidolon 2023-01-14 20:30:52 -06:00
parent 095aa635b0
commit 7db8b7d20c

View file

@ -1086,7 +1086,7 @@ void GlCoreRhi::begin_render_pass(Handle<GraphicsContext> ctx, const RenderPassB
{ {
SRB2_ASSERT(texture_slab_.is_valid(handle)); SRB2_ASSERT(texture_slab_.is_valid(handle));
auto& texture = texture_slab_[handle]; auto& texture = texture_slab_[handle];
gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.texture, 0); gl_->FramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.texture, 0);
GL_ASSERT GL_ASSERT
}, },
[&, this](const Handle<Renderbuffer>& handle) [&, this](const Handle<Renderbuffer>& handle)
@ -1095,7 +1095,7 @@ void GlCoreRhi::begin_render_pass(Handle<GraphicsContext> ctx, const RenderPassB
auto& renderbuffer = renderbuffer_slab_[handle]; auto& renderbuffer = renderbuffer_slab_[handle];
gl_->FramebufferRenderbuffer( gl_->FramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, attachment,
GL_RENDERBUFFER, GL_RENDERBUFFER,
renderbuffer.renderbuffer renderbuffer.renderbuffer
); );