Fixup texture compression.
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@@ -454,7 +454,7 @@ void LLPostProcess::createScreenTextures()
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{
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mDepthTexture = LLImageGL::createTextureName();
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gGL.getTexUnit(0)->bindManual(type, mDepthTexture->getTexName());
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LLImageGL::setManualImage(LLTexUnit::getInternalType(type), 0, GL_DEPTH_COMPONENT24, mScreenWidth, mScreenHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(type), 0, GL_DEPTH_COMPONENT24, mScreenWidth, mScreenHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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stop_glerror();
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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@@ -479,7 +479,7 @@ void LLPostProcess::createNoiseTexture()
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gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->getTexName());
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stop_glerror();
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LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE8, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0], false);
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LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE8, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
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stop_glerror();
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
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