Refactor COpenGLCoreRenderTarget::setTexture slightly.

Just making it easier to see when DepthStencil can be set (we never have a depth texture format when we have no texture).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5833 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-07-04 21:54:57 +00:00
parent 52e41751a8
commit 7aaf3cce9d
1 changed files with 13 additions and 11 deletions

View File

@ -122,21 +122,23 @@ public:
needSizeUpdate = true;
TOpenGLTexture* currentTexture = (depthStencil && depthStencil->getDriverType() == DriverType) ? static_cast<TOpenGLTexture*>(depthStencil) : 0;
GLuint textureID = 0;
if (currentTexture)
{
if (currentTexture->getType() == ETT_2D)
textureID = currentTexture->getOpenGLTextureName();
else
os::Printer::log("This driver doesn't support depth/stencil to cubemaps.", ELL_WARNING);
}
{
GLuint textureID = currentTexture->getOpenGLTextureName();
const ECOLOR_FORMAT textureFormat = (textureID != 0) ? depthStencil->getColorFormat() : ECF_UNKNOWN;
if (IImage::isDepthFormat(textureFormat))
{
DepthStencil = depthStencil;
DepthStencil->grab();
const ECOLOR_FORMAT textureFormat = (textureID != 0) ? depthStencil->getColorFormat() : ECF_UNKNOWN;
if (IImage::isDepthFormat(textureFormat))
{
DepthStencil = depthStencil;
DepthStencil->grab();
}
}
else
{
os::Printer::log("This driver doesn't support depth/stencil to cubemaps.", ELL_WARNING);
}
}
RequestDepthStencilUpdate = true;