Use GL_RED instead of GL_LUMINANCE for post-process noise texture.

This commit is contained in:
Shyotl
2013-10-17 22:07:58 -05:00
parent 19d7186508
commit 6fd73ee8bb

View File

@@ -438,7 +438,7 @@ void LLPostProcess::createNoiseTexture()
if(mNoiseTexture->createGLTexture())
{
gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseTexture->getTexName());
LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_LUMINANCE, NOISE_SIZE, NOISE_SIZE, GL_LUMINANCE, GL_UNSIGNED_BYTE, &buffer[0]);
LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RED, NOISE_SIZE, NOISE_SIZE, GL_RED, GL_UNSIGNED_BYTE, &buffer[0]);
stop_glerror();
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);