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-e03cc46cb475master
parent
52e41751a8
commit
7aaf3cce9d
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@ -122,21 +122,23 @@ public:
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needSizeUpdate = true;
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needSizeUpdate = true;
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TOpenGLTexture* currentTexture = (depthStencil && depthStencil->getDriverType() == DriverType) ? static_cast<TOpenGLTexture*>(depthStencil) : 0;
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TOpenGLTexture* currentTexture = (depthStencil && depthStencil->getDriverType() == DriverType) ? static_cast<TOpenGLTexture*>(depthStencil) : 0;
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GLuint textureID = 0;
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if (currentTexture)
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if (currentTexture)
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{
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{
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if (currentTexture->getType() == ETT_2D)
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if (currentTexture->getType() == ETT_2D)
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textureID = currentTexture->getOpenGLTextureName();
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{
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else
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GLuint textureID = currentTexture->getOpenGLTextureName();
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os::Printer::log("This driver doesn't support depth/stencil to cubemaps.", ELL_WARNING);
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}
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const ECOLOR_FORMAT textureFormat = (textureID != 0) ? depthStencil->getColorFormat() : ECF_UNKNOWN;
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const ECOLOR_FORMAT textureFormat = (textureID != 0) ? depthStencil->getColorFormat() : ECF_UNKNOWN;
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if (IImage::isDepthFormat(textureFormat))
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if (IImage::isDepthFormat(textureFormat))
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{
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{
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DepthStencil = depthStencil;
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DepthStencil = depthStencil;
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DepthStencil->grab();
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DepthStencil->grab();
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}
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}
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else
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{
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os::Printer::log("This driver doesn't support depth/stencil to cubemaps.", ELL_WARNING);
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}
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}
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}
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RequestDepthStencilUpdate = true;
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RequestDepthStencilUpdate = true;
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