update conditional for render to GL_DEPTH_STENCIL texture, check for valid teximage before calling ctx->Driver.RenderTexture()

This commit is contained in:
Brian Paul
2006-03-28 15:24:50 +00:00
parent c7a5d528c7
commit 9f6ff49650
+4 -3
View File
@@ -457,8 +457,8 @@ _mesa_test_framebuffer_completeness(GLcontext *ctx, struct gl_framebuffer *fb)
h = texImg->Height;
f = texImg->_BaseFormat;
numImages++;
if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT) {
/* XXX need GL_DEPTH_STENCIL_EXT test? */
if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT
&& f != GL_DEPTH_STENCIL_EXT) {
fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT;
fbo_incomplete("texture attachment incomplete", -1);
return;
@@ -922,7 +922,8 @@ check_begin_texture_render(GLcontext *ctx, struct gl_framebuffer *fb)
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
struct gl_texture_object *texObj = att->Texture;
if (texObj) {
if (texObj
&& att->Texture->Image[att->CubeMapFace][att->TextureLevel]) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
}